Tap Storm
Tap Storm — beat the clock
Use the manual below to learn the ideas and build the lab in Scratch — download the sprite starter under the chapter title first. (~27 min)
Build Tap Storm — click targets before the countdown hits zero, track score and misses, and handle game over when time runs out.
What you will learn in this chapter
Variables
VariablesScore, timer, and round store numbers that change every Tap Storm round.
Conditionals
Control · Operatorsif / else decides what happens when time is up or the player clicks too late.
Mouse sensing
Sensing · Eventswhen this sprite clicked detects hits on moving targets.
Random placement
Operators · Motionpick random and go to x: y: spawn targets in new spots each round.
Game state
Variables · ControlA gameState variable groups waiting, playing, and game over so logic stays readable.
How this chapter works
- Step 1 — Read and build from this manual (learn the ideas, then follow Part B in Scratch).
- Step 2 — Pass the concept check on the course page.
- Step 3 — Submit on the course page when your project matches the checklist.
- Step 4 — Optional bonus: extend your project for two players (unlocks after you submit).
Work in order: learn the ideas first, pass the concept check on the course page, then build the lab below. Save your Scratch project at each save point.
Learn the ideas
By the end of this chapter you will build: A timed clicking game where targets pop up randomly and you score as many hits as possible in 30 seconds.
Build Tap Storm — click targets before the countdown hits zero, track score and misses, and handle game over when time runs out.
What you will learn in this chapter
- Variables (Variables) — Score, timer, and round store numbers that change every Tap Storm round.
- Conditionals (Control · Operators) — if / else decides what happens when time is up or the player clicks too late.
- Mouse sensing (Sensing · Events) — when this sprite clicked detects hits on moving targets.
- Random placement (Operators · Motion) — pick random and go to x: y: spawn targets in new spots each round.
- Game state (Variables · Control) — A gameState variable groups waiting, playing, and game over so logic stays readable.
After this chapter you can
- Run a countdown timer that stops gameplay at zero
- Award points only when a target is clicked in time
- Move or respawn targets with random positions
- Show game over and replay with a clean green-flag reset
Study the ideas below, then pass the concept check on the course page before you build the lab in Scratch.
How fast are your reflexes? Tap Storm throws clickable targets onto the Stage for 30 seconds — every hit adds points. You will learn timers, random positions, and how to build pressure without chaos.
Sketch first
Random keeps it fresh
go to x: (pick random -200 to 200) y: (pick random -150 to 150) from Motion uses Operators to jump anywhere.Pop up at a random spot
Key vocabulary
| Timer | A countdown or count-up that limits or tracks play time. |
|---|---|
| Random | A value Scratch picks unpredictably within a range you set. |
| Click event | A script that runs when the player clicks a sprite. |
| Score | A running total of successful actions in the game. |
Build the chapter lab
Follow each part in Scratch while you read — use save points in Part B below. When your project matches the checklist, pass the concept check and submit on the course page.
Your lab for this chapter: A timed clicking game where targets pop up randomly and you score as many hits as possible in 30 seconds.
Part A - Build the popping target
Create one target sprite that hides, jumps to a random spot, and adds to your score when clicked.
Build steps
- Download the sprite starter with the green button under the chapter title on the MyHighschool page, then open it in Scratch.
- Rename the project
Tap Stormif needed — three Target sprites are on the stage. - Make a variable
score(For all sprites) from Variables. - On Target, add
when green flag clickedfrom Events, thenhidefrom Looks andset score to 0from Variables. - Add
go to x: (pick random -200 to 200) y: (pick random -150 to 150)from Motion, thenshowfrom Looks. - Add a separate script:
when this sprite clickedfrom Events. - Under the click hat, add
change score by 1from Variables. - Still in the click script, add
play sound Popfrom Sound (pick any short sound). - After the sound, add another random
go toblock so the target teleports after each hit. - Test: click the target five times and watch the score climb.
Click handler — score plus relocate
Save point
Target pops and score works. Click-test ten times, then save.
Part B - Add the 30-second timer and game end
Add a countdown timer so Tap Storm ends at zero — then show a final score and wait for green flag to play again.
Timer variable trick
time left can count down with repeat (30) from Control and wait (1) seconds. When it hits zero, hide the target and announce the final score.Countdown loop — one second at a time
Build steps
- Create variable
time left(For all sprites) from Variables. Show both score and time left on the Stage. - On the Target sprite (green-flag script), after setting score to 0, add
set time left to 30. - Add
repeat (30)from Control. Inside putwait (1) secondsthenchange time left by (-1). - After the repeat loop finishes, add
hidefrom Looks so the target disappears when time is up. - Add
say Game Over! Score: (join score )using Looks and Operatorsjointo display the final score. - Add
stop allfrom Control at the very end so clicks do nothing after time expires. - Optional polish: make the target shrink briefly on click with
change size by (-10)then reset size on the next pop. - Play a full 30-second round twice. Confirm the timer reaches zero and the final score is correct.
End of round — message then freeze
Save point
Tap Storm runs a full timed round. Complete one 30-second game, then save.
Check yourself before the quiz
- Why do we use
pick randomfor target positions? - What happens in the script when
when this sprite clickedruns? - How does the
repeat (30)loop create a 30-second game? - Why call
stop allafter time runs out?
Submit when the checklist matches your project.
Submission unlocks after you pass the concept check
Read and build from the manual in Step 1, pass the quiz in Step 2, then submit here.
Back to concept checkAlready submitted your project? Extend it so two people can play on one keyboard — this step is optional and does not change your homework grade.
Bonus unlocks after you submit in Step 3
Finish the manual in Step 1, pass the concept check, then submit your base project. Come back here for the two-player stretch.
Go to submit