(Redirected from Hacked Blocks)
Hidden blocks are blocks that exist in Scratch, but are not shown in the Block Palette in the Scratch User Interface. They can be inserted into Scratch projects by editing the project file. Most hidden blocks in Scratch exist to maintain compatibility with older versions of Scratch, although many of them do not function properly.
Warning: | When using hidden blocks, there's no guarantee that they will work with future updates to Scratch. The project that used the hidden blocks might be marked as NFE.[citation needed] |
Hidden blocks can be added by downloading a project, changing the file extension from .sb3
to .zip
(Scratch project files are actually zipped folders, but if the file extension is left the same most file managers will not have an option to extract the files), and extracting the folder. This will result in a folder containing .svg
and .wav
files for the costumes and sounds, respectively; it will also contain a file named project.json
. Open this in a text editor like Notepad; the file format is described in Scratch File Format.
A new block can be made using the block's associated opcode (opcodes are under its associated section in this article) in the .json
file, where the block should appear once all the files are zipped (not the folder they are contained in; only zip the files) and the file extension is changed to .sb3
(in Windows' File Explorer, files are shown without a file extension by default, so one may have to enable file extensions on the View tab) before being loaded it in Scratch. It is also possible to load the .zip
file without renaming it by choosing "All files" in the file type menu when loading the project.
Motion
Scroll Right () and Scroll Up ()
scroll right (10):: motion scroll up (10):: motion
- Main article: Scroll Right () (block)
- Main article: Scroll Up () (block)
Opcodes: motion_scroll_right, motion_scroll_up
These blocks do not do anything. In 2.0 alpha, these blocks would scroll the backdrop horizontally and vertically.
Align Scene ()
Align Scene () | |
align scene [bottom-left v]:: motion | |
Type | Stack |
- Main article: Align Scene () (block)
Opcode: motion_align_scene
This block does not do anything. The drop down has the following options:
- bottom-left
- bottom-right
- middle
- top-left
- top-right
In 2.0 alpha, this block would align the backdrop to the selected position.
Scroll Position
(x scroll:: motion) (y scroll:: motion)
- Main article: X Scroll (block)
- Main article: Y Scroll (block)
Opcodes: motion_xscroll, motion_yscroll
These reporter blocks do not return a result. Clicking on them will show no pop-up box at all, but they otherwise function as the string "undefined".
Looks
Hide All Sprites
Hide All Sprites | |
hide all sprites:: looks | |
Type | Stack |
- Main article: Hide All Sprites (block)
Opcode: looks_hideallsprites
This block does not do anything. In 2.0 alpha, this block would hide all currently visible sprites.
Stretch
set stretch to (100)%:: looks change stretch by (10):: looks
- Main article: Set Stretch to ()% (block)
- Main article: Change Stretch by () (block)
Opcodes: looks_setstretchto, looks_changestretchby
These two blocks do not do anything either. In Scratch 1.x, these blocks would do as their names imply.
Events
When this Sprite Touches ()
when this sprite touches (mouse-pointer v):: events hat ([mouse-pointer v]:: events)
Opcodes: event_whentouchingobject, event_touchingobjectmenu
This hat block activates when the sprite comes into contact with the selected object. The dropdown menu is similar to the <touching (mouse-pointer v)?>
dropdown, but does not list any sprites. The second block is used internally as an input to the first one.
Control
For Each () in ()
For Each () in () | |
for each [variable v] in (10) { }:: control loop | |
Type | C |
- Main article: For Each () in () (block)
Opcodes: control_for_each
The variable selected using the dropdown is set to 1, and increases on each iteration of the script inside the loop, until it reaches the specified end point. (For example, in the above example, the script inside would be executed 10 times, with the variable ranging from 1 to 10.)
While ()
While () | |
while <> { }:: control loop | |
Type | C |
- Main article: While () (block)
Opcode: control_while
This is essentially the opposite of the repeat until block. The script inside the loop is executed until the Boolean is false.
Counter
(counter:: control) increment counter:: control clear counter:: control
- Main article: Counter (block)
- Main article: Incr Counter (block)
- Main article: Clear Counter (block)
Opcodes: control_get_counter, control_incr_counter, control_clear_counter
These blocks are pretty self-explanatory. (counter:: control)
returns the state of the counter, increment counter:: control
increments the counter by 1, and clear counter:: control
sets it to 0.
All at Once
All at Once | |
all at once { }:: control | |
Type | C |
- Main article: All at Once (block)
Opcode: control_all_at_once
This C block has no effect.[1] It was added for backwards compatibility, similar to the scroll blocks. In early versions of Scratch 2.0, this block was visible, and functioned similarly to the "run without screen refresh" option in custom blocks.
Sensing
Loud?
Loud? | |
<loud?:: sensing> | |
Type | Boolean |
- Main article: Loud? (block)
Opcode: sensing_loud
In Scratch 2.0 or later, returns true if <(loudness) > (10)>
, and returns false otherwise.[2]
In Scratch 1.x, it returned true only if <(loudness) > (30)>
.
User ID
User ID | |
(user id:: sensing) | |
Type | Reporter |
- Main article: User ID (block)
Opcode: sensing_userid
This block does not return a value, similar to the (x scroll:: motion)
and (y scroll:: motion)
blocks. In 2.0 alpha, this block returned a number unique to the viewer of the project.
Variables
Random list index and All list index
Opcodes: data_listindexall, data_listindexrandom
These blocks both have a nonfunctional dropdown icon, and a positive integer can be typed into the blocks. The blocks return the inputted value.
In early versions of Scratch 3.0, they were used as internal inputs to list blocks ("data_listindexall" was an internal input to the Item () of () block while "data_listindexrandom" was an internal input to the Insert () at () of (), Replace Item () of () with (), and Item () of () blocks). Much like in Scratch 2.0, when the dropdown icon was clicked, a menu would appear with extra options containing non-numerical values. The options were "1", "last", and "all" for "data_listindexall", and "1", "last", and "random" for "data_listindexrandom".
Music Extension
Play Drum () for () Beats (obsolete block)
- Main article: Play Drum () for () Beats (obsolete block)
Play Drum () for () Beats | |
play drum (1) for (0.25) beats:: music | |
Type | Stack |
Opcode: music_midiPlayDrumForBeats
This block was originally in Scratch 1.4. It was removed in favor of the play drum ( v) for () beats
block for Scratch 2.0.
Set Instrument to () (obsolete block)
- Main article: Set Instrument to () (obsolete block)
Set Instrument to () | |
set instrument to (1):: music | |
Type | Stack |
Opcode: music_midiSetInstrument
Similar to the block above, this block was originally in Scratch 1.4, but was removed in favor of the set instrument to ( v)
block for Scratch 2.0.
Pen Extension
Set Pen Color to () (number input block), Change Pen Color by (), Set Pen Shade to (), and Change Pen Shade by ()
set pen color to (10):: pen change pen color by (15)::pen set pen shade to (10):: pen change pen shade by (15):: pen
- Main article: Set Pen Color to () (number input block)
- Main article: Change Pen Color by () (block)
- Main article: Set Pen Shade to () (block)
- Main article: Change Pen Shade by () (block)
Opcodes: pen_setPenHueToNumber, pen_changePenHueBy, pen_setPenShadeToNumber, pen_changePenShadeBy
These blocks were added in Scratch 2.0. However, they were removed in favor of the set pen ( v) to ()
and change pen ( v) by ()
blocks for Scratch 3.0.
Micro:bit Extension
Micro:bit Pin State Menu
Micro:bit pin state menu | |
([on v]:: extension) |
Opcode: microbit_menu_pinState
This block is an unused internal input, having no associated parent block. It only has two options in its dropdown, being "on" and "off".
Lego Education WeDo 2.0 Extension
Play Note () for () Seconds
- Main article: Play Note () for () Seconds (block)
Play Note () for () Seconds | |
play note (60) for (0.25) seconds:: wedo | |
Type | Stack |
Opcode: wedo2_playNoteFor
This block is perfectly functional, and acts very similarly to the beep note () for () secs
block. It was available in Scratch 2.0, but was removed in Scratch 3.0 because the sound produced from the Lego WeDo was very quiet.[3]
CoreEx Extension
The CoreEx Extension is a hidden extension not available through the Extensions Library. It was used to test the conversion of built-in block categories to extensions,[4] and contains two blocks.
CoreEx Example block and CoreEx Image block
(example block:: extension) block with image @turnRight inline:: extension
Opcodes: coreExample_exampleWithInlineImage, coreExample_exampleOpcode
The (example block:: extension)
block returns the string "Stage", while the block with image @turnRight inline:: extension
block does nothing.[5]
Undefined "Red" Blocks
Undefined Hat Block
- Main article: Undefined Hat Block
Opcode: undefined[note 1]
This block is generated by an error. It can not be connected with any other block, and doesn't have any function. Some Scratchers call it a Hat Block but it is actually a combination of both a hat and Cap Block. It does not have an input, and is the only red block in Scratch 3.0. Unlike other blocks, it does not have an outline. It cannot be commented on, and trying to comment on this block will cause the block to follow the mouse. Going to a different sprite while it's following the mouse will cause the block to disappear, and attempting to go back to the original sprite causes the block to become immobile. Going to the Costumes or Sound Tab and returning to the code will crash the project.
- ↑ Any nonexistent opcode will work, but "undefined" is the opcode when creating it by naming a custom block the NAK character.
List of internal reporters
Due to a limitation in the Blockly engine, many reporters exist for the sole purpose of adding inputs to other blocks.[6] Though these are technically used and available in the palette, they cannot normally be observed independent of their parent blocks.
Go to menu | |
([random position v]:: #4280d7) |
Opcode: motion_goto_menu
The dropdown menu is a list of sprites in the project. Two special options are also available in the dropdown menu, being "random position" and "mouse-pointer". If "random position" is selected, returns "_random_", and if "mouse-pointer" is selected, returns "_mouse_". If a sprite name is selected, returns the name of the sprite. Used internally as a dropdown input to go to ( v)
.
Glide to menu | |
([random position v]:: #4280d7) |
Opcode: motion_glideto_menu
This dropdown input functions exactly like the Go to Menu. Used internally as a dropdown inputs to glide () secs to ( v)
.
Point towards menu | |
([mouse-pointer v]:: #4280d7) |
Opcode: motion_pointtowards_menu
The dropdown menu is a list of sprites in the project. If "mouse-pointer" is selected in the menu, returns "_mouse_", otherwise returns the name of the selected sprite. Used internally as an input to point towards ( v)
.
Costume menu | |
([costume1 v]:: #855cd6) |
Opcode: looks_costume
The dropdown is a list of costumes in the current sprite. Returns the name of the selected costume. Used internally as an input to switch costume to ( v)
.
Backdrop menu | |
([backdrop1 v]:: #855cd6) |
Opcode: looks_backdrops
The dropdown is a list of backdrops in the stage. Three special options are also available in the dropdown menu, being "next backdrop", "previous backdrop", and "random backdrop". Returns the option selected in the dropdown menu. Used internally as inputs to switch backdrop to ( v)
and switch backdrop to ( v) and wait
.
Sound menu | |
([Meow v]:: #c94fc9) |
Opcode: sound_sounds_menu
The dropdown is a list of all sounds in the sprite. A special option is also available in the dropdown menu, being "record...", although it cannot be selected. Returns the name of the sound selected in the menu. Used internally as inputs to play sound ( v) until done
and start sound ( v)
.
Of note is that functionality for blocks with the opcodes sound_beats_menu
and sound_effects_menu
also exist in the source code, but the blocks themselves do not. According to the source code, they would act similar to the existing block, returning only the name of the selected effect and beat.
Broadcast menu | |
([message1 v]:: #e6ac00) |
Opcode: event_broadcast_menu
The dropdown is a list of broadcasts in the project. A special option is also available in the dropdown menu, being "New message", although it cannot be selected. Returns the name of the selected broadcast. Used internally as inputs to broadcast ( v)
and broadcast ( v) and wait
.
Create Clone of () menu | |
([myself v]:: #ec9c13) |
Opcode: control_create_clone_of_menu
The dropdown is a list of sprites. A special option is also available in the dropdown menu, being "myself". Returns the value selected in the dropdown, or "_myself_" if it is "myself". Used internally as an input to create clone of ( v)
.
Touching menu | |
([mouse-pointer v]:: #47a8d1) |
Opcode: sensing_touchingobjectmenu
The dropdown menu is a list of sprites. Two special options are also available in the dropdown menu, being "mouse-pointer" and "edge". Returns "_mouse_" or "_edge_" for the special values "mouse-pointer" and "edge", otherwise returns the sprite selected in the menu. Used internally as an input to <touching ( v)>
.
Distance menu | |
([mouse-pointer v]:: #47a8d1) |
Opcode: sensing_distancetomenu
The dropdown menu is a list of sprites. A special option is also available in the dropdown menu, being "mouse-pointer". Returns "_mouse_" if "mouse-pointer" is selected in the menu, otherwise returns the selected sprite. Used internally as an input to (distance to ( v))
.
Key menu | |
([space v]:: sensing) |
Opcode: sensing_keyoptions
The dropdown menu consists of a list of 41 keys; the space key, the four arrow keys, the twenty six letter keys, and the ten number keys. A special option is also available in the dropdown menu, being "any". Returns the English name of the selected key, or "any" if the "any" option is selected. Used internally as an input to <key ( v) pressed?>
.
Object menu | |
([Stage v]:: #47a8d1) |
Opcode: sensing_of_object_menu
The dropdown menu is a list of sprites. A special option is also available in the dropdown menu, being "Stage". Returns the name of the selected sprite or "_stage_" if the stage is selected. Used internally as an input to ([ v] of ( v))
.
Prototype
Prototype | |
::custom | |
Type | Hat (Looks like a Stack Block) |
Opcode: procedures_prototype
This block is a block hidden internally in custom block definitions, and shares its appearance with the stack custom blocks. It also makes its associated stack custom block appear in the block palette. When run on its own, the block does nothing. Even though it has the appearance of a stack block, it works like a hat block, in other words, blocks can't be connected to the top of this block (Except a definition block for some reason). No option is present to edit the block under its context menu, but it can still be renamed by dragging the block into a custom block definition and editing said custom block definition (It doesn't matter if the define block already has a darker-colored inner block).
Boolean, Reporter, and Text editors
Opcodes: argument_editor_boolean, argument_editor_string_number, procedures_declaration
These blocks are internally used when making custom blocks and allow for reporter inputs, boolean inputs, and labels to be added or removed to a custom block. Like when they are used in the Make a Block menu, clicking on them displays a trash can icon. However, these buttons don't do anything outside of the Make a Block menu (such as the Code Area). If these blocks are added without specifying an input, the boolean and reporter blocks will default to the value of "foo", while the stack blocks will show up without any inputs. In order to get the stack block to show up with an input, the Mutations property must be properly set.
Drum menu | |
([(1) Snare Drum v]:: extension) |
Opcode: music_menu_DRUM
The dropdown menu is a list of drums. Returns the number corresponding to the selected drum. Used internally as an input to play drum ( v) for () beats
.
Note input
Note input | |
::ring #fff |
Opcode: note
The note input, when selected, displays a piano keyboard, where one can select a note. Returns the note number selected. Used internally as the first input to both play note () for () beats
and beep note () for () secs
.
Instrument menu | |
([(1) Piano v]:: extension) |
Opcode: music_menu_INSTRUMENT
The dropdown menu is a list of instruments. Returns the number corresponding to the selected instrument. Used internally as an input to set instrument to ( v)
.
Pen menu | |
([color v]:: extension) |
Opcode: pen_menu_colorParam
The dropdown menu consists of four options, "color", "saturation", "brightness", and "transparency". Returns the option selected in the dropdown menu in English. Used internally as inputs to set pen ( v) to ()
and change pen ( v) by ()
.
Video sensing attribute menu | |
([motion v]:: extension) |
Opcode: videoSensing_menu_ATTRIBUTE
The dropdown menu consists of two options, "motion" and "direction". Returns the option selected in the dropdown menu in English. Used internally as the first input to video ( v) on ( v)
.
Video sensing subject menu | |
([sprite v]:: extension) |
Opcode: videoSensing_menu_SUBJECT
The dropdown menu consists of two options, "sprite" and "stage". Returns "Stage" when "stage" is selected and "this sprite" when "sprite" is selected. Used internally as the second input to video ( v) on ( v)
.
Video sensing state menu | |
([off v]:: extension) |
Opcode: videoSensing_menu_VIDEO_STATE
The dropdown menu consists of three options, "off", "on", and "on flipped". Returns "on-flipped" when "on flipped" is selected, otherwise it returns the option selected in the dropdown menu in English. Used internally as the input to turn video ( v)
.
Voice menu | |
([alto v]:: extension) |
Opcode: text2speech_menu_voices
The dropdown menu consists of five different voices:
- alto
- tenor
- squeak
- giant
- kitten
Returns the option selected in the dropdown menu in English but fully capitalized. Used internally as the input to set voice to ( v)
.
Text to speech voice language menu | |
([Arabic v]:: extension) |
Opcode: text2speech_setLanguage
The following table shows the available dropdown options and their associated return values:
Option | Return value |
---|---|
Arabic | ar |
Chinese (Mandarin) | zh-cn |
Danish | da |
Dutch | nl |
English | en |
French | fr |
German | de |
Hindi | hi |
Icelandic | is |
Italian | it |
Japanese | ja |
Korean | ko |
Norwegian | nb |
Polish | pl |
Portugese (Brazilian) | pt-br |
Portugese | pt |
Romania | ro |
Russian | ru |
Spanish | es |
Spanish (Latin American) | es-419 |
Swedish | sv |
Turkish | tr |
Welsh | cy |
Used internally as the input to set language to ( v)
.
Translate language menu | |
([Amharic v]:: extension) |
Opcode: translate_menu_languages
The following table shows the available dropdown options and their associated return values:
Option | Return value |
---|---|
Amharic | am |
Arabic | ar |
Azerbaijani | az |
Basque | eu |
Bulgarian | bg |
Catalan | ca |
Chinese (Simplified) | zh-cn |
Chinese (Traditional) | zh-tw |
Croatian | hr |
Czech | cs |
Danish | da |
Dutch | nl |
English | en |
Estonian | et |
Finnish | fi |
French | fr |
Galician | gl |
German | de |
Greek | el |
Hebrew | he |
Hungarian | hu |
Icelandic | is |
Indonesian | id |
Irish | ga |
Italian | it |
Japanese | ja |
Korean | ko |
Latvian | lv |
Lithuanian | lt |
Maori | mi |
Norwegian | nb |
Persian | fa |
Polish | pl |
Portugese | pt |
Romanian | ro |
Russian | ru |
Scots Gaelic | gd |
Serbian | sr |
Slovak | sk |
Slovenian | sl |
Spanish | es |
Swedish | sv |
Swedish | th |
Turkish | tr |
Ukrainian | uk |
Vietnamese | vi |
Welsh | cy |
Zulu | zu |
Used internally as the input to translate () to ( v)
.
Makey makey key menu | |
([space v]:: extension) |
Opcode: makeymakey_menu_KEY
The dropdown menu consists of 11 keys:
- space
- up arrow
- down arrow
- right arrow
- left arrow
- w
- a
- s
- d
- f
- g
Returns the English name of the selected key, but capitalized. Used internally as an input to when ( v) key pressed::makeymakey hat
.
Makey makey key sequence menu | |
([left up right v]:: extension) |
Opcode: makeymakey_menu_SEQUENCE
The dropdown menu consists of a list of key sequences:
- left up right
- right up left
- left right
- right left
- up down
- down up
- up right down left
- up left down right
- up up down down left right left right
Returns the English name of the selected key sequence, but capitalized. Used internally as an input to when ( v) pressed in order::
.
micro:bit button menu | |
([A v]:: extension) |
Opcode: microbit_menu_buttons
The dropdown menu consists of three options, "A", "B", and "any". Returns the option selected in the dropdown menu in English. Used internally as inputs to when ( v) button pressed
and <( v) button pressed?>
.
micro:bit gesture menu | |
([moved v]:: extension) |
Opcode: microbit_menu_gestures
The dropdown menu consists of three options, "moved", "shaken", and "jumped". Returns the option selected in the dropdown menu in English. Used internally as the input to when ( v):: microbit
.
micro:bit display input
Opcode: matrix
The matrix input, when clicked on, displays a 5x5 grid, where one can make 5x5 pixel art. Returns the binary of the image from left to right, top to bottom. Used internally as the input to display ( v)
.
micro:bit tilt and any direction menu | |
([front v]:: extension) |
Opcode: microbit_menu_tiltDirectionAny
The dropdown menu consists of five options, "front", "back", "left", "right", and "any". Returns the option selected in the dropdown menu in English. Used internally as inputs to when tilted ( v)
and tilted ( v)?
.
micro:bit tilt direction menu | |
([front v]:: extension) |
Opcode: microbit_menu_tiltDirection
The dropdown menu consists of four options, "front", "back", "left", and "right". Returns the option selected in the dropdown menu in English. Used internally as the input to (tilt angle ( v))
.
micro:bit pin menu | |
([0 v]:: extension) |
Opcode: microbit_menu_touchPins
The dropdown menu consists of three options, "0", "1", and "2". Returns the option selected in the dropdown menu. Used internally as the input to when pin ( v) connected
.
LEGO EV3 port menu | |
([A v]:: extension) |
Opcode: ev3_menu_motorPorts
The dropdown menu consists of four options, "A", "B", "C", and "D". Returns the option selected in the dropdown menu but in lowercase. Used internally as dropdown inputs to the following:
motor ( v) turn this way for () seconds
motor ( v) turn that way for () seconds
motor ( v) set power () %
(motor ( v) position)
LEGO EV3 button menu | |
([1 v]:: extension) |
Opcode: ev3_menu_sensorPorts
The dropdown menu consists of four options, "1", "2", "3", and "4". Returns the option selected in the dropdown menu minus one. Used internally as inputs to when button ( v) pressed
and <button ( v) pressed?>
.
LEGO Boost motor menu | |
([A v]:: extension) |
Opcode: boost_menu_MOTOR_ID
The dropdown menu consists of six options, "A", "B", "C", "D", "AB", and "ABCD". Returns the option selected in the dropdown menu. Used internally as the first inputs to the following:
turn motor ( v) for () seconds
turn motor ( v) for () rotations
turn motor ( v) on
turn motor ( v) off
set motor ( v) speed to ()%
set motor ( v) direction ( v)
LEGO Boost motor direction menu | |
([this way v]:: extension) |
Opcode: boost_menu_MOTOR_DIRECTION
The dropdown menu consists of three options, "this way", "that way", and "reverse". Returns the option selected in the dropdown menu in English. Used internally as the second input to set motor ( v) direction ( v)
.
LEGO Boost motor position menu | |
([A v]:: extension) |
Opcode: boost_menu_MOTOR_REPORTER_ID
The dropdown menu consists of four options, "A", "B", "C", and "D". Returns the option selected in the dropdown menu. Used internally as the input to (motor ( v) position:: boost)
.
LEGO Boost brick color menu | |
([A v]:: extension) |
Opcode: boost_menu_COLOR
The dropdown menu consists of the following seven options:
- red
- blue
- green
- yellow
- white
- black
- any color
Returns the option selected in the dropdown menu. Used internally as inputs to when ( v) brick seen
and <seeing ( v) brick?
.
LEGO Boost tilt and any direction menu | |
([up v]:: extension) |
Opcode: boost_menu_TILT_DIRECTION_ANY
The dropdown menu consists of five options, "up", "down", "left", "right", and "any". Returns the option selected in the dropdown menu. Used internally as the input to when tilted ( v):: boost
.
LEGO Boost tilt direction menu | |
([up v]:: extension) |
Opcode: boost_menu_TILT_DIRECTION
The dropdown menu consists of four options, "up", "down", "left", and "right". Returns the option selected in the dropdown menu. Used internally as the input to tilt angle ( v):: boost
.
WeDo 2.0 motor menu | |
([motor v]:: extension) |
Opcode: wedo2_menu_MOTOR_ID
The dropdown menu consists of four options, "motor", "motor A", "motor B", and "all motors". Returns the option selected in the dropdown menu. Used internally as the first inputs to the following:
turn ( v) on for () seconds
turn ( v) on
turn ( v) off
set ( v) power to ()
set ( v) direction to ( v)
WeDo 2.0 motor direction menu | |
([this way v]:: extension) |
Opcode: wedo2_menu_MOTOR_DIRECTION
The dropdown menu consists of three options, "this way", "that way", and "reverse". Returns the option selected in the dropdown menu. Used internally as the second input to set ( v) direction to ( v)
.
WeDo 2.0 inequality menu | |
([< v]:: extension) |
Opcode: wedo2_menu_OP
The dropdown menu consists of two options, "<" and ">". Returns the option selected in the dropdown menu. Used internally as the dropdown input to when distance ( v) ()
.
WeDo 2.0 tilting and any direction menu | |
([up v]:: extension) |
Opcode: wedo2_menu_TILT_DIRECTION_ANY
The dropdown menu consists of five options, "up", "down", "left", "right", and "any". Returns the option selected in the dropdown menu. Used internally as inputs to when tilted ( v):: wedo
and <tilted ( v)?:: wedo>
.
WeDo 2.0 tilting direction menu | |
([up v]:: extension) |
Opcode: wedo2_menu_TILT_DIRECTION
The dropdown menu consists of four options, "up", "down", "left", and "right". Returns the option selected in the dropdown menu. Used internally as the input to (tilt angle ( v):: wedo)
.
Force and Acceleration gesture menu | |
([shaken v]:: extension) |
Opcode: gdxfor_menu_gestureOptions
The dropdown menu consists of four options, "shaken", "started falling", "turned face up", and "turned face down". Returns the option selected in the dropdown menu. Used internally as the input to when ( v)
.
Force and Acceleration force sensor menu | |
([pushed v]:: extension) |
Opcode: gdxfor_menu_pushPullOptions
The dropdown menu consists of two options, "pushed" and "pulled". Returns the option selected in the dropdown menu. Used internally as the input to when force sensor ( v)
.
Force and Acceleration tilt menu | |
([front v]:: extension) |
Opcode: gdxfor_menu_tiltAnyOptions
The dropdown menu consists of five options, "front", "back", "left", "right", and "any". Returns the option selected in the dropdown menu. Used internally as inputs to when tilted ( v):: gdxfor
and <tilted ( v)?:: gdxfor>
.
Force and Acceleration tilt angle menu | |
([front v]:: extension) |
Opcode: gdxfor_menu_tiltOptions
The dropdown menu consists of four options, "front", "back", "left", and "right". Returns the option selected in the dropdown menu. Used internally as the input to (tilt angle ( v):: gdxfor)
.
Force and Acceleration axis menu | |
([x v]:: extension) |
Opcode: gdxfor_menu_axisOptions
The dropdown menu consists of three options, "x", "y", and "z". Returns the option selected in the dropdown menu. Used internally as inputs to (spin speed ( v))
and (acceleration ( v))
.
References
- ↑ https://github.com/scratchfoundation/scratch-vm/blob/7eabcb8/src/blocks/scratch3_control.js#L195-L203
- ↑ https://github.com/LLK/scratch-flash/blob/2e4a402/src/scratch/ScratchRuntime.as#L1125
- ↑ ericr. (2018-08-16). "Also, hide the WeDo's "play note" block from the palette, because the sound from the WeDo's tiny buzzer is often very quiet or inaudible." https://github.com/scratchfoundation/scratch-vm/pull/1487
- ↑ https://github.com/scratchfoundation/scratch-vm/pull/2060
- ↑ https://github.com/scratchfoundation/scratch-vm/blob/7eabcb8/src/blocks/scratch3_core_example.js#L58-L64
- ↑ Maximouse. (14/3/2021). "It exists because of how Blockly (and thus Scratch) handles block inputs." post:4995803