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This category is for people interested in the inner workings of Snap!: what's inside its implementation, how to extend it, and so on. Please do not post advanced-topics-ish messages elsewhere. The goal is to ensure that the vast majority of users, who make projects in Snap ! without knowing how it works, aren't scared away from the forum or made to feel unwelcome.
This category is for people interested in the inner workings of Snap!: what's inside its implementation, how to extend it, and so on. Please do not post advanced-topics-ish messages elsewhere. The goal is to ensure that the vast majority of users, who make projects in Snap ! without knowing how it works, aren't scared away from the forum or made to feel unwelcome.
brother helping sister here! so my sister is making a platformer and wanted to know how to make the player able to move while jumping! I don't know so could we get some help? link: azval level pro by sirhopsalot | Snap! Build Your Own Blocks
brother helping sister here! so my sister is making a platformer and wanted to know how to make the player able to move while jumping! I don't know so could we get some help? link: azval level pro by sirhopsalot | Snap! Build Your Own Blocks
t represents the index of the current sample. The full file is modulo 256 and then divided by 256 to produce a valid sound for Snap !. E.g. if your bytebeat was "t" and you were on sample 255, the corresponding sample in the audio file would have the value 0.9960375. However, if you were on sample 257, the corresponding sample would have the ...
t represents the index of the current sample. The full file is modulo 256 and then divided by 256 to produce a valid sound for Snap !. E.g. if your bytebeat was "t" and you were on sample 255, the corresponding sample in the audio file would have the value 0.9960375. However, if you were on sample 257, the corresponding sample would have the ...
Hi, so I was working on a game and used the 'timer' block in more than one script. Both scripts are within the same sprite, and both have a 'reset timer' block at the end. And I noticed the longer timer doesn't do anything because the smaller timer gets reset before it. So I was wondering if there was an inbuilt way to have separate timers or if I'd just have to build my own? Thanks in advance.
Hi, so I was working on a game and used the 'timer' block in more than one script. Both scripts are within the same sprite, and both have a 'reset timer' block at the end. And I noticed the longer timer doesn't do anything because the smaller timer gets reset before it. So I was wondering if there was an inbuilt way to have separate timers or if I'd just have to build my own? Thanks in advance.
# Snap! (BYOB) History ## in development: ## 10.7.2: * **Notable Fixes:** * MQTT Extension: improved Unicode string handling in Base64 blocks, thanks Simon! * ES translation: fixed three wrong strings in ES translation, thanks, Bernat & Mary! * fixed a variadic ring-slot slide-back bug, thanks, mark4sisb, for the report! ### 2025-05-05 ...
# Snap! (BYOB) History ## in development: ## 10.7.2: * **Notable Fixes:** * MQTT Extension: improved Unicode string handling in Base64 blocks, thanks Simon! * ES translation: fixed three wrong strings in ES translation, thanks, Bernat & Mary! * fixed a variadic ring-slot slide-back bug, thanks, mark4sisb, for the report! ### 2025-05-05 ...
I am using a touch sensor that reports the status of twelve sensors as a decimal number. This number must be converted to binary to determine the state of the sensors. For example, if the sensor chip reports the number 5, this would resolve to the binary output "1 0 1", indicating that sensors 1 and 3 were being touched. I wrote a procedure to convert the decimal number provided by the touch ...
I am using a touch sensor that reports the status of twelve sensors as a decimal number. This number must be converted to binary to determine the state of the sensors. For example, if the sensor chip reports the number 5, this would resolve to the binary output "1 0 1", indicating that sensors 1 and 3 were being touched. I wrote a procedure to convert the decimal number provided by the touch ...
Snap! is now an independent program, not sharing code with Scratch, but we have obviously adapted their vocabulary of block, script, stage, sprite, and so on, and most of their actual blocks (although reimplemented). Our screen layout is close to that of Scratch 1.4, which we prefer to the later Scratch layouts. We have shamelessly borrowed their collections of costumes, backgrounds, and ...
Snap! is now an independent program, not sharing code with Scratch, but we have obviously adapted their vocabulary of block, script, stage, sprite, and so on, and most of their actual blocks (although reimplemented). Our screen layout is close to that of Scratch 1.4, which we prefer to the later Scratch layouts. We have shamelessly borrowed their collections of costumes, backgrounds, and ...
To create a basic camera system (one without zoom), you need to make multiple variables: two for the camera, two for the player, and two for every sprite you want to include. The variables for the camera, we will call them "camera x" and "camera y". The player variables will be called "player x" and "player y". Now, to make the camera follow the player, we first need to make the player able to ...
To create a basic camera system (one without zoom), you need to make multiple variables: two for the camera, two for the player, and two for every sprite you want to include. The variables for the camera, we will call them "camera x" and "camera y". The player variables will be called "player x" and "player y". Now, to make the camera follow the player, we first need to make the player able to ...
Snap! (like all programming languages) normally converts from decimal numeral to number on input, and from number to decimal numeral on output. (Thinking about this is complicated by the fact that, of course, computers can't directly represent numbers, and today's computers all use binary numerals internally as the number representation.
Snap! (like all programming languages) normally converts from decimal numeral to number on input, and from number to decimal numeral on output. (Thinking about this is complicated by the fact that, of course, computers can't directly represent numbers, and today's computers all use binary numerals internally as the number representation.
This is a showcase of a custom block I made. It can generate a regular polygon for a given number of sides, between 3 to 100. Regular N-Sided Polygon Generator For example, this is what it generates if you tell it to make a 5 sided shape: It inherits the properties of the pen, similar to the text to costume library blocks. It also has a unique mode, which makes each side of the shape a ...
This is a showcase of a custom block I made. It can generate a regular polygon for a given number of sides, between 3 to 100. Regular N-Sided Polygon Generator For example, this is what it generates if you tell it to make a 5 sided shape: It inherits the properties of the pen, similar to the text to costume library blocks. It also has a unique mode, which makes each side of the shape a ...