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This is a standard script pane of scratch scripts-this is where the animation is written for my web animation. It is s a simple drag and drop feature, where you have to connect the pieces, and this then makes the object or “sprite” follow the instructions. These are “events” blocks-a start of a new command. The ones on this page commands that something happens when the backdrop changes. The These purple blocks are “looks” blocks. These effect the way that the sprite looks. These specific blocks are “show” and “hide”. As the name suggests, These requests on this object mean that when the backdrop change to the backdrop this sprite needs to be seen on (in this case backdrop 1) the script will make the sprite show. Then once the backdrop changes to backdrop 2, the sprite gets hidden. I used this technique on every single sprite in

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This is a standard script pane of scratch scripts-this is where the animation is written for my web animation. It is s a simple drag and drop feature, where you have to connect the pieces, and this then makes the object or “sprite” follow the instructions.

These are “events” blocks-a start of a new command. The ones on this page commands that something happens when the backdrop changes. The backdrop is essentially the background of the scene.

These purple blocks are “looks” blocks. These effect the way that the sprite looks. These specific blocks are “show” and “hide”. As the name suggests, these make the sprites appear and disappear when requested by the previous blocks.

These requests on this object mean that when the backdrop change to the backdrop this sprite needs to be seen on (in this case backdrop 1) the script will make the sprite show. Then once the backdrop changes to backdrop 2, the sprite gets hidden. I used this technique on every single sprite in my animation, so they only appears on the backdrop they need to be on.

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As previously mentioned the show/hide are on all objects.

This event block is the very starting events block-when the green flag is clicked, the entire interactive animation start.

This control block is a “forever” command. This means that any commands inside this forever block, keep going forever.

This is a “motion” block, these blocks control the movement of the sprite. This particular block is a “go to mouse pointer” which, as the name suggests-makes the sprite go to the mouse pointer. This makes the sprite follow the mouse around to make it an interactive animation.

This “motion” block is a block that controls the movement and motion of a sprite. This particular block is a “go to mouse pointer” command. As the name suggests, the sprite follows the mouse pointer.

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As previously mentioned the show/hide on different backgrounds is still on this sprite.

This “When sprite clicked” event block does what the name says-the event occurs when the sprite is clicked on.

This motion block is a “go towards mouse pointer” motion block. This makes the sprite go to the mouse pointer, as previously mentioned.

This motion block is a “rotate” motion block. This makes the sprite rotate by the amount of degrees that the user defines-in this case 720°.

This motion block is a “point towards mouse pointer” block, as the name suggests the sprite points towards the mouse pointer.

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This is where all the sprites are shown for the entire project. You can access the script and “costumes” (how the sprite looks) and other attributes by clicking on them.

This is the preview pane-this similar to most digital creative software

This is where you can see the backdrops

This button changes the image type to bitmap or vector. In this project all of my sprites and assets are vector images

Undo/Redo buttons

Line thickness

This is where the colours are chosen for your sprite

This is where the sprite is drawn/coloured

These are the sprite creation tools. These tools include-

Line Box Ellipse Text Colour Fill Duplicate

These are used to clear the creation area, add more sprites and import other sprites

These are the buttons for creating a new sprite, the buttons from left to right are-

From the library Draw new Import Take/use photo

Start/Stop animation

Zoom on sprite

Create a new backdrop, each button uses a different method-

Use from library

Create New

Import Use/Take

Photo

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File Management

On my hard drive, I have folders for every unit of work I have done while this hard drive has been on use. This means that when I am looking a certain piece of work I know where to look.

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Inside the Web Animation Folder there are three more folders, one for each task. Inside each of these is the work related to each task-for example the presentation and supporting files are in task one.

Inside the Task 3 folder are more folders, in order to divide what area of work I need. The animation files folder has my files for the animation save itself and other backups. The assets folder contains the assets for my animation-the creation files and the images themselves. Finally the other files folder contains documents such as this one-supporting evidence and miscellaneous files are in here.