Some Scratch Modifications provide special usages of broadcasts. Note that this cannot be done for when I receive blocks, as the message Argument does not accept reporter blocks. By putting a reporter block into the message Argument of a broadcast block or a broadcast and wait block.By clicking on the name in a broadcast block, and clicking the "New message" option.These these names can be provided through two known methods: As this is not an official Scratch feature, this should not be depended on in projects.Ī message can have any name defined by a String. If a sprite has two scripts with the same broadcast trigger, the last dragged script will be executed first on Scratch 1.4, but last online. In Scratch 1.4, using the 'broadcast' block, the execution order of broadcasts is determined by the last dragged sprite, on all platforms, as can be viewed here. It is only useful from a historical perspective. This article or section documents something not included in the current version of Scratch ( 3.0). If a sprite is being dragged, it will move to the front, causing it to receive the message first. Thus, each sprite receives a unique random value of MyID.īroadcasts will be executed by sprites and clones layered from front to back. This takes advantage of the handler being Single Frame, so Scratch threads the scripts atomically in a pseudo-random order (see Execution Order). To do this, change the "init" broadcast handler to the following (create the global variable "IDconstr"): This is useful when there are many identical sprites, for example, if there are many bubbles floating on the screen. It is possible to automatically set the MyID variables rather than change the value for each sprite. Set to (join (pick random (1) to (3))) // set who receives broadcastīroadcast (broadcast v) and wait // broadcast If the ID and receiver match for a specific sprite, the broadcast is carried out, otherwise the broadcast is ignored by the sprite. Scratch cannot limit where a broadcast can go however, it is fairly simple to work around this with a global variable containing who is to receive the broadcast, and private variable for each sprite containing that sprite's ID. Hence, all scripts can check broadcast_received and see that a broadcast was received. When a broadcast is received, broadcast_received is set to "true" for long enough that all scripts will run at least once. The code works by using the variable broadcast_received to keep track of when a broadcast is received. It can be possible to make a substitute for this block as seen below: It could also work within a single sprite, its clones, or the whole project. It could report "true" when the message was received at any time the project was running in a session, since it was last started, or within a certain amount of time the message was received. There are many different possible ways this block could work. It was rejected by the Scratch Team for being too ambiguous. This block would most likely belong in the Sensing category, or possibly the Control category. The () Received? (or I Receive ()) block is a non-existent Boolean block that many Scratchers have requested. Three possible appearances of the () Received? block If a sprite has clones, they will also run the code under this block when its message is broadcast. Once it has been received, the script goes into action and ends once it has finished, but it can be started more than once. This block will stay inactive until it receives the specified broadcast. When I Receive () Main article: When I Receive () (block) when I receive This block broadcasts the specified message and blocks its script until all scripts under a when I receive block have finished. This block broadcasts the specified message and has no further effect.īroadcast () and Wait Main article: Broadcast () and Wait (block) broadcast (message1 v) and wait In Scratch 1.4 and earlier, they were in the Control Block section.īroadcast () Main article: Broadcast () (block) broadcast (message1 v) All the broadcast blocks can be found in the Events Block section.
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