It's a timer! You can choose among three alarms. (*Timer relatively precise as of version 3) - Sprite digit place (mm:ss) - Choose among three "Timer Alarm" by clicking on it to cycle through the selection. - Click on sprite digit to select time. (Red indicator light will appear over selected sprite digit. You can click different sprite digit to select one or use "left" and "right" arrow" to move among them.) - Use "up" and "down" arrow keys to change digit within sprite digit. - Click "START" or press "space" key to begin timer. - Click "PAUSE" or press "space" key to pause timer. - When paused timer time can be changed - Click "RESET" to reset timer. - When alarm is ringing click "Timer Alarm" or press "space" key to stop alarm. (Timer Max: 59 Minutes 59 Seconds)
Possible version 4: thanks to @Lirex I might try changing the implementation of the timer to instead use Scratch's native "TImer" functionality to be the "drumbeat" to time my timer iterations on. I believe that could bring up the precision even more. -Quirk: Alarm doesn't end as soon as you toggle the alarm. The alarm will play at least one iteration of its recorded length until the end. The reason I didn't fix this is because I didn't want to spend anymore time figuring out how to stop the alarm mid play. Version 3 Bug fixes Version 2 Fix: Made timer more precise by redoing implementation to 1.translate timer input from sprites (digit representation) to integer 2. use the integer with the bare necessary script to run a timer 3. represent time by having sprites move in lockstep with the integer Update: Made it possible to change timer mid-operation by pausing and then changing sprites (digit representation) Version 1 Problem: Due to the time of running the script (which I think changes iteration to iteration depending on the branches the logic follows) the timer is very imprecise as a timer. Is there a method that could help make the timer be more precise? Or is this an inherent limitation to my implementation where I am counting through the sprite customs? Is translating script customs to an integer, then feeding it in to a timer function, then translating the interval out to a script custom a better implementation? Created for edX CS50x 2014 (re-submitted for