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The Mole Game

Project Purpose: Making a mole game using the Pinoo Minoo card and conductive objects.

Duration: 2 lessons

Age Group: 7 years and above

Achievements:

  • Learn to code the Pinoo Minoo board.

  • Develops algorithmic skills.

  • Coding skills develop.

 

Materials Required: Scratch 2 program, Pinoo Minoo board, alligator cables, connection cable.

 

 

Materials Needed for Design: Aluminum foil, tongue stick, scouring pad, jar lid, utility knife, glue gun and silicone.

 

 

 

Project Construction:

For our project, we first create our tow truck.

 

 

Then, with the help of a silicone gun, we fix the tongue bar to the dish sponge.

 

We cover the jar lids with aluminum foil with our wooden hammer. In this way, our design part is completed.

 

Coding part:

 

First we delete our cat puppet.

 

Click on the draw new decor option to draw the background in our own game.

 

 

In the window that comes up, we draw a line with a green hill with our line tool.  

 

Then, with the Fill with Color tool, we paint the lower part of our line green and the upper part sky blue.

 

For molehills we draw molehills using the ellipse tool.

 

 

 

 

 

 

 

 

 

Then we add the puppets that we have downloaded to our computer with the option to select from the computer.

 

This is how our puppets were added.

 

 

Every time we hit our mole puppet with a hammer, we say create a variable from the Data&Block section to keep our score numbers, and we call our variable Score.

 

 

 

 

 

 

 

 

 


We start the coding with our hammer puppet. Our game will start with the event when the green flag is clicked. We say our score is 0. Then, after placing our hammer puppet where we want it to be at the start of the game, we add the float code from the movement menu.

 

 

Then we add the loop of repeat continuously, and after we do the process of hitting the mole, that is, to the place where it will go, we make it return to the place where it started again by adding our filter code. If the w key was pressed, we add the condition block. That means if we hit the 1st slot with a hammer.

 

 

Then, if our condition is met, our hammer will go to the 1st slot and will turn 90 degrees, that is, it will hit the head of our mole puppet, then it will turn 90 degrees in the opposite direction. Then we make it go back to its original place with the filter code.

 

 

Another thing is, if our condition block has the a key pressed, that is, if we hit the 2nd slot with our hammer, we put it where our hammer will go and we put the glide code from the movement menu without changing the values. Again, we perform the rotation operations as we did in our code blocks above, and we place the same code at the starting point again to go to the starting point.

 

 

We do the same operations by adding the condition block if the letter s, that is, the 3rd slot was hit with our hammer.

 

 

We are adding a new green flag event code. Then we add our repeat loop code under it, and the condition block of our code when it touches our mole dummy. If it is worth it, our score will increase by 1 and a sound will be played. When the touch process takes a long time, we add our wait 1.5 seconds code so that our score does not increase by more than 1.

 

 

In our game, we define a variable called duration to add a time limit and hold our time values.

 

We start to write our codes inside our mole puppet. We want our mole puppet to be hidden at first under the green flag code. Then we set our duration variable as 30. We start the countdown of the time in the loop of continuous repeat.

 

To make our mole puppet randomly appear in the slots, we create a conditional expression with our keep a number between 1 and 3. If the randomly kept number equals 1, after adding the code to see it to go to the 1st slot, we put our mole puppet in the 1st slot and add the git code to the point from the move menu and wait for 1 second, then make it hide.

 

 

We do the same operations with the other randomly kept numbers as we did on the number 1. But the point to be noted is that the git codes are different.

 

 

When our game is over, we choose the draw a new puppet option to give a feedback.

 

 

In the window that comes up, we write our text 'Game Over, Score:' with our writing tool. We place it wherever we want on our stage. We place the indicator showing our score opposite our Score text.

 

 

We are coding our text puppet. We make it hide at the start of the game under the green flag code, and in the same way, we add our code that hides the indicator showing our score.

 

 

Then we continue to code our mole ear. Under the green flag code, we add a conditional block inside the repeat loop. If our time variable reaches 0, we tell our mole to hide. Then we create and release the finished news for our text puppet to hear. We add the code that also shows the indicator showing our score value. After waiting for a short time so that it can perform these operations, we add the code that stops our game, that is, the stop code for all.

 

 

We then proceed to re-encode our text puppet. When the news is over, we add the code to make it appear and we finish our coding.

 

 

  Working Status of the Project:

 

 

In our mole game project, whichever jar lid we hit with our hammer, our hammer goes to that nest in our scratch game and we try to hit our mole puppet.

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