Module 4 · Answers
Answers & explanations
Section A — Easy
01
(a) A character or object on the stage. (b) The background image of the stage. (c) An alternative appearance for a sprite.
02
Motion (blue).
03
"When green flag clicked".
04
Any two: score, lives, level, time remaining, player name, current speed.
Section B — Medium
05
When green flag clicked → forever (or repeat) → move 10 steps → next costume → wait 0.1 seconds. The next costume + small wait gives the walking-animation effect.
06
when [right arrow] key pressed change x by 10
07
When the player loses, broadcast a message ("game over"). The "Game over" sprite has a script: when I receive [game over] → show. At the start of the game it hides itself.
08
If you don't reset it, the score from the previous game would still be there when you start a new game. "Set to 0" guarantees a fresh start every time.
Section C — Hard
09
Sprites: basket (player), apple (falling). Variables: score, lives.
Apple script: when green flag clicked → forever → go to random x at top → glide down → if touching basket then change score by 1; otherwise change lives by −1; if lives = 0, broadcast "game over".
Basket script: when right/left arrow pressed → change x by ±10.
Game over sprite: hide at start; when I receive "game over" → show, stop all.
Apple script: when green flag clicked → forever → go to random x at top → glide down → if touching basket then change score by 1; otherwise change lives by −1; if lives = 0, broadcast "game over".
Basket script: when right/left arrow pressed → change x by ±10.
Game over sprite: hide at start; when I receive "game over" → show, stop all.
10
when green flag clicked set [time_left] to 30 repeat until <time_left = 0> wait 1 seconds change [time_left] by -1 say "Time's up!" stop all
11
Cause: the script doesn't include an "if on edge, bounce" block, so the sprite keeps going past the edge. Fix: in the cat's forever loop, add the "if on edge, bounce" block after the move.