My apologies for the mix-up! Here is the detailed explanation of how Sprites communicate using Messages (Broadcasts) in English.
Communication Between Sprites: The "Broadcast" System
In Scratch, Sprites are independent entities. To make them coordinate with each other or "talk," we use the Broadcast system. This is a perfect example of Message Passing in Object-Oriented Programming.
1. The Core Blocks
You can find these in the Events (yellow) category:
broadcast [message1]: This sends a signal to every single Sprite and the Stage. The Sprite sending the message immediately continues to its next block.broadcast [message1] and wait: This sends a signal and "pauses" the sender's script. The sender will only continue once every Sprite that received the message has finished their specific tasks.when I receive [message1]: This is the "Listener." It tells a Sprite to start a script only when that specific message is "heard" in the air.
2. Practical Example: A Simple Conversation
Let’s look at how a Cat and a Dog might have a timed conversation.
Cat's Script (The Starter):
when green flag clicked
say [Hello, Dog!] for (2) seconds
broadcast [dog_turn] // Sending the signal to the Dog
Dog's Script (The Listener):
when I receive [dog_turn] // Waiting for the Cat to finish
say [Hi, Cat! How are you?] for (2) seconds
broadcast [cat_reply] // Sending the signal back to the Cat
Cat's Script (Continuing):
when I receive [cat_reply]
say [I'm doing great!] for (2) seconds
3. Why Use Broadcasts? (OOP Benefits)
Decoupling: Sprites don't need to know exactly how other Sprites work. They just say, "I'm done!" (Broadcast), and others react.
One-to-Many Communication: One broadcast can trigger 10 different Sprites at once. For example, a
Game Startbroadcast can make enemies appear, start the music, and reset the timer simultaneously.Triggering State Changes: You can use messages like
Level UporGame Overto tell the Stage to change its Backdrop.
4. Best Practices for Messages
Use Descriptive Names: Avoid "message1." Use names like
start_countdown,enemy_hit, orclose_menu.Avoid Broadcast Loops: Be careful not to have Message A trigger Message B, which then triggers Message A again, or your game might crash!
Global Signal: Remember that the Stage can also receive broadcasts, making it perfect for changing scenes or playing background music.
Summary Table: Messaging in Scratch
| Feature | Concept | Description |
| Broadcast | Event Trigger | Telling the world that something happened. |
| When I Receive | Event Handler | A specific reaction to a signal. |
| Broadcast and Wait | Synchronous Call | Ensuring Task A finishes before Task B starts. |
📋 Copy Icon: You can copy this explanation to help organize your project's logic!
Would you like me to show you how to use a Broadcast to specifically trigger a Backdrop change when a player reaches a certain score?
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