Sprites: values and switches
Under Values: each copy’s own numbers (A to J) and switches (0 to 7). Expert mode.
Simple Advanced Expert show the mode each one first appears in. once marks a red condition: it happens once, at a moment. See how to read these pages.
Conditions · 3
The When half of a rule.
| Name | What it does | Reads as |
|---|---|---|
| Compare a value expert | Checks one of the object's own numbers (values A to J). Every copy has its own. Asks for: Value · Comparison · Value | Value A of Ball is 0 |
| Switch is on expert | True for copies whose switch is on. Every copy has its own switches, 0 to 7. Asks for: Switch | Switch 0 of Ball is on |
| Switch is off expert | True for copies whose switch is off. Asks for: Switch | Switch 0 of Ball is off |
Actions · 7
The Do half of a rule.
| Name | What it does | Reads as |
|---|---|---|
| Set a value expert | Sets one of the object's own numbers. Each copy keeps its own. Asks for: Value · Value | Set value A of Ball to 0 |
| Add to a value expert | Adds to one of the object's own numbers. Asks for: Value · Add | Add 1 to value A of Ball |
| Subtract from a value expert | Takes away from one of the object's own numbers. Asks for: Value · Subtract | Subtract 1 from value A of Ball |
| Number each object (spread a value) expert | Gives each copy a different number (0, 1, 2…) so you can tell them apart. Asks for: Value · Start at | Number each Ball in value A, starting at 0 |
| Turn a switch on expert | Turns one of the object's switches on. Use switches to remember things, like "already counted". Asks for: Switch | Turn switch 0 of Ball on |
| Turn a switch off expert | Turns one of the object's switches off. Asks for: Switch | Turn switch 0 of Ball off |
| Flip a switch expert | Flips a switch: on becomes off, off becomes on. Asks for: Switch | Flip switch 0 of Ball |