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Exercise 1: Movements• Create a program in the Scratch 1.4 software to allow the Batmobile to start racing.• Start the program by pressing the “space” bar on the keyboard.• In this program, the Batmobile will move forward and backward at its fastest speed. Any unauthorized reprint or use of this material is prohibited.
Exercise 2: Distance Sensor• Make use of the distance sensor to define the motor power of the Batmobile.• Insert the “distance sensor value” block to the “motor power” block. – The Batmobile will reduce its speed when it gets closer to an object.• Now, let’s put an object in-front of the Batmobile and observe its moving speed. Any unauthorized reprint or use of this material is prohibited.
Exercise 3: Distance Sensor• Modify the program from exercise 2.• Create a program that will allow the Batmobile to move forward for 3 seconds, followed by moving backwards at changing speed. – Change the value of the “motor on for” block by typing in the text box. Any unauthorized reprint or use of this material is prohibited.
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