The big picture
Here are the five ideas, in the order a game needs them.
| Idea | Remember |
|---|---|
| A named box | A variable is a named box. It holds one value at a time. Setting it replaces what was there. |
| Changing it | An add block reads the number in the box. It works out the new number. It writes that back. |
| Waiting | An event block names one happening. Its group runs only when that happening comes. |
| Nested blocks | Nesting puts one block inside another. The outside block decides whether, and how often, the inside runs. |
| Planning first | A plan puts each step after the step it needs. |
Put them together. The flag is the button that starts the game. One group waits for the flag and sets score to 0. One group waits for a tap and adds 1. A check ends the round when score reaches 10.
Next comes Data & Patterns II. It starts with one switch, on or off.