Guided Class Project

Guided Class Project

Attack of the Angry Snowballs

Keep the town's emergency mug of cocoa safe while angry snowballs fall in patterns that become faster and harder to predict.

  • Loops
  • Randomness
  • Coordinates
  • Collision
  • Score
  • Timing

Visible system / hidden curriculum

Build something clear enough to test.

What students build

  • A controllable catcher
  • Repeated falling snowballs
  • Random starting positions
  • Collision and missed-object rules
  • Score and loss state
  • Reliable restart

What students learn

  • Choosing a loop
  • Random x positions
  • Changing y over time
  • Collision checks
  • Variables and difficulty
  • Testing repeated events

What students need

  • Browser
  • Scratch editor
  • Keyboard
  • Student-drawn or ordinary built-in assets

No special account or downloaded asset is assumed. Saving and sharing depend on the classroom setup.

Suggested build order

Decisions and checkpoints, not a wall of copied blocks.

Students may use different artwork and implementation details. The shared structure keeps the concept teachable.

  1. 01

    Create the catcher

    Task: Place a player-controlled object near the bottom of the stage.

    Build and test this part before adding the next system.

    Checkpoint
    Left and right controls stay on screen.
    Likely mistake
    Changing y instead of x.
  2. 02

    Make one snowball fall

    Task: Reset one object above the stage and change its y position repeatedly.

    Build and test this part before adding the next system.

    Checkpoint
    The snowball crosses the stage visibly.
    Likely mistake
    Moving once instead of inside a loop.
  3. 03

    Randomize the next attack

    Task: Choose a new x position before each fall.

    Build and test this part before adding the next system.

    Checkpoint
    Several runs begin in different places.
    Likely mistake
    Randomizing during every movement step.
  4. 04

    Detect catch and miss

    Task: Use separate rules for touching the catcher and passing the bottom boundary.

    Build and test this part before adding the next system.

    Checkpoint
    Each outcome changes state once.
    Likely mistake
    Scoring repeatedly during one contact.
  5. 05

    Build waves

    Task: Repeat the fall-reset cycle and change timing after a chosen score.

    Build and test this part before adding the next system.

    Checkpoint
    Difficulty changes for an explainable reason.
    Likely mistake
    Creating objects too fast to test.
  6. 06

    Reset the storm

    Task: Restore score, timing, positions, and game state.

    Build and test this part before adding the next system.

    Checkpoint
    Three restarts behave the same way.
    Likely mistake
    Resetting the score but not the speed.

Test it

Try the edges, not only the easy success.

  • Can every snowball be caught?
  • Does a miss count once?
  • Can a snowball appear outside the playable area?
  • Does speed change at the intended score?
  • Does restart restore the first-wave timing?

Common mistakes

Read the clues before changing code.

  • Random x changes during the fall.
  • The miss line is outside the stage.
  • Catch and miss happen in the same frame.
  • A forever loop prevents the loss screen.

Improve it

Preserve the core system while changing the project.

  • Add a rare giant snowball.
  • Create two wave patterns.
  • Add a temporary shield.
  • Make wind change horizontal movement.

Challenge levels

Choose meaningful difficulty.

LEVEL 1

Builder

Add a survival timer.

LEVEL 2

Inventor

Create a readable wave system with changing delays.

LEVEL 3

Boss Level

Design three attack patterns and select them from game state.

Show-teacher checkpoint

Demonstrate the working decisions.

  • Working catcher movement
  • A repeated attack
  • Catch and miss outcomes
  • A visible score
  • One difficulty change
  • One repaired loop bug