3. In the Paint Editor, you will design all of the stages of the plant throughout its life cycle in a single sprite using
costumes. How many costumes you add will depend on how detailed and realistic you want the animation to be.
The more costumes (or “frames” in animation) you add with minor changes between each one, the more realistic
it will look. However, in most cases 3-5 costumes per phase of the life cycle should be sufficient. Make sure that
your costumes are in order, from the earliest phase in the life cycle to the final phase. See the sample project for
an example of what this might look like. It is also advisable to rename your sprite as a whole and each of the
costumes in order to keep track of your work more easily.
4. Use an event block like When Green Flag Clicked to start your code. Use the Switch Costume To block to switch your
costume to the first costume in the series. Use the Go To X () Y () block to program the starting position for your
sprite (i.e., it should be in the part of the screen that represents the “ground”).
5. Next, use a loop to rotate through all of the sprite’s costumes. Use a Repeat () block and set the number to one less
than the number of costumes you created (i.e., if your sprite has 15 costumes, then set the loop to 14). Inside of
the loop, add a Wait () Seconds block and set it to anywhere between 0.5 and 1 seconds (i.e., the shorter the time,
the faster the animation will run). A setting of 0.5 seconds makes the animation fairly realistic without being too
fast). Still inside of the loop, add the Next Costume block. This will ensure that each time the loop cycles through it
moves on to the next costume in the series.
6. Outside of the loop, Broadcast a message. You may wish to rename this to something like “Pollinate” and add
another sprite that is designed to look like a pollinator of your choice (i.e., a bee). You can add multiple costumes
to make the animation look more realistic and remember to give your sprite a short and clear name, as well as
clearly label all costumes.
7. Each sprite is programmed separately, so click onto your new sprite in order to start writing the code for this
character. If you plan to have an animation for this sprite to make it look like it is moving, use the When Green Flag
Clicked block to start one line of code. Start your code by using the Hide block so that this sprite will not be visible
until later on in the animation. Add in a Forever loop block and inside of it add the Switch Costume To () block and
a Wait () Seconds block. Repeat this inside of the loop for however many costumes this sprite has.
8. In the same sprite, add another line of code, this time being triggered by the When I Receive () event block. Make
sure to set it to match with whatever message is being broadcast in the code for your plant sprite. In this new line
of code, use the Go To X () Y () block to program a starting position for this sprite. Use the Show block to make the
sprite appear on screen.
9. Use the Glide () Seconds to X () Y () block to program this sprite to glide across the screen towards the plant sprite.
Have it end up in a position where it will look like it has landed on the plant. How many seconds it takes to
accomplish this is up to you. Use a Wait () Seconds block to have the sprite pause on the plant, then use another
Glide () Seconds to X () Y () block towards the opposite edge of the screen.
10. Finally, we are ready to create the backgrounds for our animation that will include captions. Click the “Backdrops”
section in the bottom right-hand corner of the screen and then move to the “Backdrops” Tab near the upper left-
hand corner of the screen. Much like you did with the costumes for your sprite, you will create different variations
of your backdrop through which to rotate. In each version of the backdrop, use the Text Tool in the Paint Editor to
create text captions describing the phase of the plant cycle and some key information about what happens in that
stage. Be sure to rename each version of your backdrop so that you can easily keep track of them and refer to them.
11. Once you have set up all of the versions of your backdrop, the final step is to write some code so that they rotate
on a timed interval. Switch back to the “Code” tab in the “Stage” area. Start with the When Green Flag Clicked block.
Afterwards, use a sequence of Switch Backdrop To () and Wait () Seconds blocks to alternate between versions of
your backdrop and keep them timed to the animated plant cycle.