Scratch_vlm_v1 / utils /action_plan_sample.txt
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First sample:
{
'Stage': {
'description': 'Background and global game state management, including broadcasts, rewards, and score.',
'plans': [
{
'event': 'event_whenflagclicked',
'logic': 'when green flag clicked\n switch backdrop to [blue sky v]\n set [score v] to 0\n show variable [score v]\n broadcast [Game Start v]',
'motion': [
],
'control': [
],
'operator': [
],
'sensing': [
],
'looks': [
'looks_switchbackdropto'
],
'sounds': [
],
'events': [
'event_broadcast'
],
'data': [
'data_setvariableto',
'data_showvariable'
],
'opcode_counts': [
{
'opcode': 'event_whenflagclicked',
'count': 1
},
{
'opcode': 'looks_switchbackdropto',
'count': 1
},
{
'opcode': 'data_setvariableto',
'count': 1
},
{
'opcode': 'data_showvariable',
'count': 1
},
{
'opcode': 'event_broadcast',
'count': 1
}
]
},
{
'event': 'event_whenbroadcastreceived',
'logic': 'when I receive [Game Over v]\n if <(score) > (High Score)> then\n set [High Score v] to (score)\n end\n switch backdrop to [Game Over v]',
'motion': [
],
'control': [
'control_if'
],
'operator': [
'operator_gt'
],
'sensing': [
],
'looks': [
'looks_switchbackdropto'
],
'sounds': [
],
'events': [
],
'data': [
'data_setvariableto'
],
'opcode_counts': [
{
'opcode': 'event_whenbroadcastreceived',
'count': 1
},
{
'opcode': 'control_if',
'count': 1
},
{
'opcode': 'operator_gt',
'count': 1
},
{
'opcode': 'data_setvariableto',
'count': 1
},
{
'opcode': 'looks_switchbackdropto',
'count': 1
}
]
},
{
'event': 'event_whenbroadcastreceived',
'logic': 'when I receive [Level Up v]\n change [level v] by 1\n set [ballSpeed v] to (ballSpeed * 1.1)',
'motion': [
],
'control': [
],
'operator': [
'operator_multiply'
],
'sensing': [
],
'looks': [
],
'sounds': [
],
'events': [
],
'data': [
'data_changevariableby',
'data_setvariableto'
],
'opcode_counts': [
{
'opcode': 'event_whenbroadcastreceived',
'count': 1
},
{
'opcode': 'data_changevariableby',
'count': 1
},
{
'opcode': 'data_setvariableto',
'count': 1
},
{
'opcode': 'operator_multiply',
'count': 1
}
]
}
]
},
'Cat': {
'description': 'Main character (cat) actions',
'plans': [
{
'event': 'event_whenflagclicked',
'logic': 'when green flag clicked\n go to x: 0 y: -100\n forever\n if <key [space v] pressed?> then\n jump\n end\n move 5 steps\n if <touching [Ball v]?> then\n broadcast [Game Over v]\n end\n end',
'motion': [
'motion_movesteps',
'motion_gotoxy'
],
'control': [
'control_forever',
'control_if'
],
'operator': [
],
'sensing': [
'sensing_keypressed',
'sensing_touchingobject'
],
'looks': [
],
'sounds': [
],
'events': [
'event_broadcast'
],
'data': [
],
'opcode_counts': [
{
'opcode': 'event_whenflagclicked',
'count': 1
},
{
'opcode': 'motion_gotoxy',
'count': 1
},
{
'opcode': 'control_forever',
'count': 1
},
{
'opcode': 'control_if',
'count': 2
},
{
'opcode': 'sensing_keypressed',
'count': 1
},
{
'opcode': 'sensing_touchingobject',
'count': 1
},
{
'opcode': 'motion_movesteps',
'count': 1
},
{
'opcode': 'event_broadcast',
'count': 1
}
]
},
{
'event': 'event_whenkeypressed',
'logic': 'when [space v] key pressed\n change y by 10\n wait 0.2 seconds\n change y by -10',
'motion': [
'motion_changeyby'
],
'control': [
'control_wait'
],
'operator': [
],
'sensing': [
],
'looks': [
],
'sounds': [
],
'events': [
],
'data': [
],
'opcode_counts': [
{
'opcode': 'event_whenkeypressed',
'count': 1
},
{
'opcode': 'motion_changeyby',
'count': 2
},
{
'opcode': 'control_wait',
'count': 1
}
]
}
]
},
'Ball': {
'description': 'Obstacle movement and interaction',
'plans': [
{
'event': 'event_whenflagclicked',
'logic': 'when green flag clicked\n go to x: 0 y: 100\n forever\n glide 2 seconds to x: pick random (-240, 240) y: 100\n if <touching [Cat v]?> then\n broadcast [Game Over v]\n end\n end',
'motion': [
'motion_glidesecstoxy',
'motion_xposition'
],
'control': [
'control_forever'
],
'operator': [
'operator_random'
],
'sensing': [
'sensing_touchingobject'
],
'looks': [
],
'sounds': [
],
'events': [
'event_broadcast'
],
'data': [
],
'opcode_counts': [
{
'opcode': 'event_whenflagclicked',
'count': 1
},
{
'opcode': 'motion_gotoxy',
'count': 1
},
{
'opcode': 'motion_glidesecstoxy',
'count': 1
},
{
'opcode': 'operator_random',
'count': 1
},
{
'opcode': 'control_forever',
'count': 1
},
{
'opcode': 'sensing_touchingobject',
'count': 1
},
{
'opcode': 'event_broadcast',
'count': 1
}
]
}
]
}
}
second sample
[Refined Action Plan]: {
"Stage": {
"description": "Background and global game state management, including broadcasts, rewards, and score.",
"plans": [
{
"event": "event_whenflagclicked",
"logic": "when green flag clicked\n set [score v] to 0\n set [speed v] to 2\n set [lives v] to 1\n broadcast [Game Start v]",
"control": [],
"operator": [],
"sensing": [],
"looks": [],
"sounds": [],
"events": [
"event_broadcast"
],
"data": [
"data_setvariableto"
]
},
{
"event": "event_whenbroadcastreceived",
"logic": "when I receive [Game Over v]\n if <(score) > (High Score)> then\n set [High Score v] to (score)\n end\n broadcast [Reset Game v]",
"control": [
"control_if"
],
"operator": [
"operator_gt"
],
"sensing": [],
"looks": [],
"sounds": [],
"events": [
"event_broadcast"
],
"data": [
"data_setvariableto"
]
},
{
"event": "event_whenbroadcastreceived",
"logic": "when I receive [Reset Game v]\n set [score v] to 0\n set [speed v] to 2\n set [lives v] to 1",
"control": [],
"operator": [],
"sensing": [],
"looks": [],
"sounds": [],
"events": [
"event_broadcast"
],
"data": [
"data_setvariableto"
]
}
]
},
"Cat": {
"description": "Main character (cat) actions",
"plans": [
{
"event": "event_whenflagclicked",
"logic": "when green flag clicked\n go to x: 0 y: -130\n forever\n if <key [space v] pressed?> then\n jump\n end\n move 5 steps\n end",
"motion": [
"motion_movesteps",
"motion_setx",
"motion_sety"
],
"control": [
"control_forever",
"control_if"
],
"operator": [],
"sensing": [
"sensing_keypressed"
],
"looks": [],
"sounds": [],
"events": [],
"data": []
},
{
"event": "event_whenkeypressed",
"logic": "when [space v] key pressed\n if <(y position) = -130> then\n repeat (10)\n change y by (20)\n wait (0.1) seconds\n change y by (-20)\n end\n end",
"control": [
"control_repeat",
"control_if"
],
"operator": [],
"sensing": [],
"looks": [],
"sounds": [],
"events": [],
"data": []
}
]
},
"Ball": {
"description": "Obstacle movement and interaction",
"plans": [
{
"event": "event_whenflagclicked",
"logic": "when green flag clicked\n go to x: 240 y: 0\n forever\n glide (2) seconds to x: -240 y: 0\n if <(x position) < -235> then\n
set x to 240\n end\n if <touching [Cat v]?> then\n broadcast [Game Over v]\n end\n end",
"motion": [
"motion_gotoxy",
"motion_glidesecstoxy",
"motion_xposition",
"motion_setx"
],
"control": [
"control_forever",
"control_if"
],
"operator": [
"operator_lt"
],
"sensing": [
"sensing_istouching"
],
"looks": [],
"sounds": [],
"events": [
"event_broadcast"
],
"data": []
}
]
}
}
sample 3:
{
'Stage': {
'description': 'Background and global game state management, including broadcasts, rewards, and score.',
'plans': [
{
'event': 'event_whenflagclicked',
'logic': 'when green flag clicked\n set [score v] to 0\n set [health v] to 1\n set [speed v] to 1\n switch backdrop to [blue sky v]\n broadcast [Game Start v]',
'motion': [
],
'control': [
],
'operator': [
],
'sensing': [
],
'looks': [
'looks_switchbackdropto'
],
'sounds': [
],
'events': [
'event_broadcast'
],
'data': [
'data_setvariableto',
'data_showvariable'
],
'opcode_counts': [
{
'opcode': 'event_whenflagclicked',
'count': 1
},
{
'opcode': 'data_setvariableto',
'count': 3
},
{
'opcode': 'looks_switchbackdropto',
'count': 1
},
{
'opcode': 'event_broadcast',
'count': 1
}
]
},
{
'event': 'event_whenbroadcastreceived',
'logic': 'when I receive [Game Over v]\n if <(score) > (High Score)> then\n set [High Score v] to (score)\n end\n switch backdrop to [Game Over v]',
'motion': [
],
'control': [
'control_if'
],
'operator': [
'operator_gt'
],
'sensing': [
],
'looks': [
'looks_switchbackdropto'
],
'sounds': [
],
'events': [
],
'data': [
'data_setvariableto'
],
'opcode_counts': [
{
'opcode': 'event_whenbroadcastreceived',
'count': 1
},
{
'opcode': 'control_if',
'count': 1
},
{
'opcode': 'operator_gt',
'count': 1
},
{
'opcode': 'data_setvariableto',
'count': 1
},
{
'opcode': 'looks_switchbackdropto',
'count': 1
}
]
}
]
},
'Cat': {
'description': 'Main character (cat) actions',
'plans': [
{
'event': 'event_whenflagclicked',
'logic': 'when green flag clicked\n go to x: 0 y: -130\n set [shield v] to 0',
'motion': [
'motion_gotoxy'
],
'control': [
],
'operator': [
],
'sensing': [
],
'looks': [
],
'sounds': [
],
'events': [
],
'data': [
],
'opcode_counts': [
{
'opcode': 'event_whenflagclicked',
'count': 1
},
{
'opcode': 'motion_gotoxy',
'count': 1
},
{
'opcode': 'data_setvariableto',
'count': 1
}
]
},
{
'event': 'event_whenkeypressed',
'logic': 'when [space v] key pressed\n if <(y position) = -130> then\n repeat (10)\n change y by 20\n wait (0.1) seconds\n change y by -20\n end\n end',
'motion': [
'motion_changeyby'
],
'control': [
'control_repeat',
'control_wait',
'control_if'
],
'operator': [
],
'sensing': [
],
'looks': [
],
'sounds': [
],
'events': [
],
'data': [
],
'opcode_counts': [
{
'opcode': 'event_whenkeypressed',
'count': 1
},
{
'opcode': 'control_if',
'count': 1
},
{
'opcode': 'control_repeat',
'count': 1
},
{
'opcode': 'control_wait',
'count': 1
},
{
'opcode': 'motion_changeyby',
'count': 2
}
]
},
{
'event': 'event_whenbroadcastreceived',
'logic': 'when I receive [Power-Up v]\n if <(Power-Up) = [Shield v]> then\n set [shield v] to 1\n end',
'motion': [
],
'control': [
],
'operator': [
],
'sensing': [
],
'looks': [
],
'sounds': [
],
'events': [
],
'data': [
],
'opcode_counts': [
{
'opcode': 'event_whenbroadcastreceived',
'count': 1
},
{
'opcode': 'control_if',
'count': 1
},
{
'opcode': 'operator_eq',
'count': 1
},
{
'opcode': 'data_setvariableto',
'count': 1
}
]
}
]
},
'Ball': {
'description': 'Obstacle movement and interaction',
'plans': [
{
'event': 'event_whenflagclicked',
'logic': 'when green flag clicked\n go to x: 50 y: 100\n forever\n change x by 5\n if <(x position) > 240> then\n set x to -240\n end\n if <(x position) < -240> then\n set x to 240\n end\n if <touching [Cat v]?> then\n broadcast [Game Over v]\n end\n end',
'motion': [
'motion_changexby',
'motion_setx'
],
'control': [
'control_forever',
'control_if'
],
'operator': [
],
'sensing': [
'sensing_touchingobject'
],
'looks': [
],
'sounds': [
],
'events': [
'event_broadcast'
],
'data': [
],
'opcode_counts': [
{
'opcode': 'event_whenflagclicked',
'count': 1
},
{
'opcode': 'motion_gotoxy',
'count': 1
},
{
'opcode': 'motion_changexby',
'count': 1
},
{
'opcode': 'motion_setx',
'count': 2
},
{
'opcode': 'control_forever',
'count': 1
},
{
'opcode': 'control_if',
'count': 2
},
{
'opcode': 'sensing_touchingobject',
'count': 1
},
{
'opcode': 'event_broadcast',
'count': 1
}
]
}
]
}
}
refinement_prompt = f"""
You are an expert in Scratch 3.0 game development, specializing in understanding block relationships (stacked, nested).
Review the following plan for '{target_name}' triggered by '{event}'.
Game Description:
{game_description}
--- Scratch 3.0 Block Reference ---
### Hat Blocks
Description: {hat_description}
Blocks:
{hat_opcodes_functionalities}
### Boolean Blocks
Description: {boolean_description}
Blocks:
{boolean_opcodes_functionalities}
### C Blocks
Description: {c_description}
Blocks:
{c_opcodes_functionalities}
### Cap Blocks
Description: {cap_description}
Blocks:
{cap_opcodes_functionalities}
### Reporter Blocks
Description: {reporter_description}
Blocks:
{reporter_opcodes_functionalities}
### Stack Blocks
Description: {stack_description}
Blocks:
{stack_opcodes_functionalities}
-----------------------------------
Current Plan Details:
- Event (Hat Block Opcode): {event}
- Overall plans made on {target_name} are in the list: {overall_plans_in_sprite}
- Associated Opcodes by Category: {json.dumps(opcodes, indent=2)}
- Reference code, functionality, and logic script to check: {combined_blocks}
- Current Logic Description to Update if required: "{original_logic}"
Your task is to:
1. **Refine the 'logic'**: Make it precise, accurate, and fully aligned with the Game Description. Use Scratch‑consistent verbs and phrasing. **Do NOT** use raw double‑quotes inside the logic string.
2. **Structural requirements**:
- **Numeric values** `(e.g., 0, 5, 0.2, -130)` **must** be in parentheses: `(0)`, `(5)`, `(0.2)`, `(-130)`.
- **AlphaNumeric values** `(e.g., hello, say 5, 4, hi!)` **must** be in parentheses: `(hello)`, `(say 5)`, `(4)`, `(hi!)`.
- **Variables** must be in the form `[variable v]` (e.g., `[score v]`), even when used inside expressions two example use `set [score v] to (1)` or `show variable ([speed v])`.
- **Dropdown options** must be in the form `[option v]` (e.g., `[Game Start v]`, `[blue sky v]`). example use `when [space v] key pressed`.
- **Reporter blocks** used as inputs must be double‑wrapped: `((x position))`, `((y position))`. example use `if <((y position)) = (-130)> then` or `(((x position)) * (1))`.
- **Boolean blocks** in conditions must be inside `< >`, including nested ones: `<not <condition>>`, `<<cond1> and <cond2>>`,`<<cond1> or <cond2>>`.
- **Other Boolean blocks** in conditions must be inside `< >`, including nested ones or values or variables: `<(block/value/variable) * (block/value/variable)>`,`<(block/value/variable) < (block/value/variable)>`, and example of another variable`<[apple v] contains [a v]?>`.
- **Operator expressions** must use explicit Scratch operator blocks, e.g.:
```
(([ballSpeed v]) * (1.1))
```
- **Every hat block script must end** with a final `end` on its own line.
3. **Pseudo‑code formatting**:
- Represent each block or nested block on its own line.
- Indent nested blocks by 4 spaces under their parent (`forever`, `if`, etc.).
- No comments or explanatory text—just the block sequence.
- a natural language breakdown of each step taken after the event, formatted as a multi-line string representing pseudo-code. Ensure clarity and granularity—each described action should map closely to a Scratch block or tight sequence.
4. **Logic content**:
- Build clear flow for mechanics (movement, jumping, flying, scoring, collisions).
- Match each action closely to a Scratch block or tight sequence.
- Do **NOT** include any justification or comments—only the raw logic.
5. **Examples for reference**:
**Correct** pattern for a simple start script:
```
when green flag clicked
switch backdrop to [blue sky v]
set [score v] to (0)
show variable [score v]
broadcast [Game Start v]
end
```
**Correct** pattern for updating the high score variable handling:
```
when I receive [Game Over v]
if <((score)) > (([High Score v]))> then
set [High Score v] to ([score v])
end
switch backdrop to [Game Over v]
end
```
**Correct** pattern for level up and increase difficulty use:
```
when I receive [Level Up v]
change [level v] by (1)
set [ballSpeed v] to ((([ballSpeed v]) * (1.1)))
end
```
**Correct** pattern for jumping mechanics use:
```
when [space v] key pressed
if <((y position)) = (-100)> then
repeat (5)
change y by (100)
wait (0.1) seconds
change y by (-100)
wait (0.1) seconds
end
end
end
```
**Correct** pattern for continuos moving objects use:
```
when green flag clicked
go to x: (240) y: (-100)
set [speed v] to (-5)
show variable [speed v]
forever
change x by ([speed v])
if <((x position)) < (-240)> then
go to x: (240) y: (-100)
end
end
end
```
**Correct** pattern for continuos moving objects use:
```
when green flag clicked
go to x: (240) y: (-100)
set [speed v] to (-5)
show variable [speed v]
forever
change x by ([speed v])
if <((x position)) < (-240)> then
go to x: (240) y: (-100)
end
end
end
```
6. **Donot** add any explaination of logic or comments to justify or explain just put the logic content in the json.
7. **Output**:
Return **only** a JSON object, using double quotes everywhere:
```json
{{
"refined_logic": "…your fully‑formatted pseudo‑code here…"
}}
```
"""
refinement_prompt = f"""
You are an expert in Scratch 3.0 game development, specializing in understanding block relationships (stacked, nested).
Review the following plan for '{target_name}' triggered by '{event}'.
Game Description:
{game_description}
--- Scratch 3.0 Block Reference ---
### Hat Blocks
Description: {hat_description}
Blocks:
{hat_opcodes_functionalities}
### Boolean Blocks
Description: {boolean_description}
Blocks:
{boolean_opcodes_functionalities}
### C Blocks
Description: {c_description}
Blocks:
{c_opcodes_functionalities}
### Cap Blocks
Description: {cap_description}
Blocks:
{cap_opcodes_functionalities}
### Reporter Blocks
Description: {reporter_description}
Blocks:
{reporter_opcodes_functionalities}
### Stack Blocks
Description: {stack_description}
Blocks:
{stack_opcodes_functionalities}
-----------------------------------
Current Plan Details:
- Event (Hat Block Opcode): {event}
- Overall plans made on {target_name} are in the list: {overall_plans_in_sprite}
- Associated Opcodes by Category: {json.dumps(opcodes, indent=2)}
- Reference code and functionality and logics script for to check is script correct: {combined_blocks}
- Current Logic Description to Update if required: "{original_logic}"
Your task is to:
1. **Refine the 'Logic'**: Make it more precise, accurate, and fully aligned with the game mechanics described in the 'Game Description'. Ensure it uses Scratch-consistent verbs and phrasing. **Do NOT** use double quotes within the 'logic' string itself for values.
2. The logic should build flow which can correctly describe motion or flow for e.g jumping, running, flying and other mechanics.
3. **'logic'**: a natural language breakdown of each step taken after the event, formatted as a multi-line string representing pseudo-code. Ensure clarity and granularity—each described action should map closely to a Scratch block or tight sequence.
4 The understading of the block generation and important instruction:
some understanding of pseudo-code as given:
logic:
"
when green flag clicked
go to x: (240) y: (-135)
set [score v] to (1)
set [speed v] to (1)
show variable [score v]
show variable [speed v]
forever
glide (2) seconds to x: (-240) y: (-135)
if <((x position)) < (-235)> then
set x to (240)
end
if <touching [Sprite1 v]?> then
broadcast [Game Over v]
stop [all v]
end
end
end
"
* **Block Value Types:**
* `[variable v]` (e.g., `[score v]`, `[speed v]`): Denotes a **variable** within a block, such as in `set [score v] to (1)` or `show variable [speed v]`. It's distinct from selecting an option from a dropdown.
* `[option v]` (e.g., `[space v]` in `when [space v] key pressed`): Denotes a **dropdown option** selected within a block.
* `(10)`: Denotes a **numeric value** input into a block, like in `move (50)`.
* `(hello)`: Denotes an **alphanumeric string value** input into a block, like in `say (hello)`.
* `([level v])`: Denotes a **variable used as an input value** for another block, like in `set x to ([level v])`.
* `((x position))`: Denotes an **inbuilt reporter block** used as an input value, like in `go to ((x position))`.
* `(input)`: Parentheses `()` can enclose a value, a variable, or another block that serves as an input.
* `<condition>`: Angle brackets `<>` enclose a **Boolean block**.
* Nested Boolean blocks: Some Boolean blocks can contain other Boolean blocks, for example, `<not <condition>>`, `<<condition> and <condition>>`, or `<<condition> or <condition>>`.
* **Structuring Pseudo-code:**
* **Indentation:** Use consistent indentation to show block nesting (e.g., blocks inside a `forever` loop or an `if` statement).
* **Stacking:** Blocks that are stacked sequentially should be on new lines without additional indentation.
* **Comments:** Do not include comments or explanations within the pseudo-code itself; the 'logic' should be self-explanatory based on Scratch block structure.
[Note: This understanding will let you know about the pseudo-code generation.]
5. Few Example of content of logics inside for a specific plan:
- example 1[continuos moving objects]: "
when green flag clicked
go to x: (240) y: (-100)
set [speed v] to (-5)
show variable [speed v]
forever
change x by ([speed v])
if <((x position)) < (-240)> then
go to x: (240) y: (-100)
end
end
end
"
- example 2[jumping script of an plan]: "
when [space v] key pressed
if <((y position)) = (-100)> then
repeat (5)
change y by (100)
wait (0.1) seconds
change y by (-100)
wait (0.1) seconds
end
end
end
"
- example 3[score decrement on collision]: "
when green flag clicked
set [score v] to (0)
forever
if <touching [other sprite v]?> then
change [score v] by (-1)
wait (0.1) seconds
end
end
end
end
"
6. **Donot** add any explaination of logic or comments to justify or explain just put the logic content in the json.
7. Output a JSON object and [NOTE: use double quates always ""]:
- `refined_logic`: The refined logic string.
Output ONLY the JSON object.
"""
[Overall Action Plan received at the block generator]: {
"Stage": {
"description": "Background and global game state management, including broadcasts, rewards, and score.",
"plans": [
{
"event": "event_whenflagclicked",
"logic": "when green flag clicked\n set [score v] to (0)\n set [lives v] to (3)\n show variable [score v]\n show variable [lives v]\n broadcast [Game Start v]",
"motion": [],
"control": [],
"operator": [],
"sensing": [],
"looks": [],
"sounds": [],
"events": [
"event_broadcast"
],
"data": [
"data_setvariableto",
"data_showvariable"
],
"opcode_counts": [
{
"opcode": "event_whenflagclicked",
"count": 1
},
{
"opcode": "data_setvariableto",
"count": 2
},
{
"opcode": "data_showvariable",
"count": 2
},
{
"opcode": "event_broadcast",
"count": 1
}
]
},
{
"event": "event_whenbroadcastreceived",
"logic": "when I receive [Game Over v]\n broadcast [Reset Game v]\n set [score v] to (0)\n set [lives v] to (3)",
"motion": [],
"control": [],
"operator": [],
"sensing": [],
"looks": [],
"sounds": [],
"events": [],
"data": [
"data_setvariableto"
],
"opcode_counts": [
{
"opcode": "event_whenbroadcastreceived",
"count": 1
},
{
"opcode": "event_broadcast",
"count": 1
},
{
"opcode": "data_setvariableto",
"count": 2
}
]
}
]
},
"Cat": {
"description": "Main character (cat) actions",
"plans": [
{
"event": "event_whenflagclicked",
"logic": "when green flag clicked\n go to x: (0) y: (-100)\n set [speed v] to (0)",
"motion": [
"motion_gotoxy"
],
"control": [],
"operator": [],
"sensing": [],
"looks": [],
"sounds": [],
"events": [],
"data": [],
"opcode_counts": [
{
"opcode": "event_whenflagclicked",
"count": 1
},
{
"opcode": "motion_gotoxy",
"count": 1
},
{
"opcode": "data_setvariableto",
"count": 1
}
]
},
{
"event": "event_whenkeypressed",
"logic": "when [right arrow v] key pressed\n change x by (10)",
"motion": [
"motion_changexby"
],
"control": [],
"operator": [],
"sensing": [],
"looks": [],
"sounds": [],
"events": [],
"data": [],
"opcode_counts": [
{
"opcode": "event_whenkeypressed",
"count": 1
},
{
"opcode": "motion_changexby",
"count": 1
}
]
},
{
"event": "event_whenkeypressed",
"logic": "when [left arrow v] key pressed\n change x by (-10)",
"motion": [
"motion_changexby"
],
"control": [],
"operator": [],
"sensing": [],
"looks": [],
"sounds": [],
"events": [],
"data": [],
"opcode_counts": [
{
"opcode": "event_whenkeypressed",
"count": 1
},
{
"opcode": "motion_changexby",
"count": 1
}
]
},
{
"event": "event_whenkeypressed",
"logic": "when [space v] key pressed\n if <((y position)) = (-100)> then \n forever\n change y by (10)\n wait (0.1) seconds\n change y by (-10)\n wait (0.1) seconds\n end\n end",
"motion": [
"motion_changeyby"
],
"control": [
"control_forever",
"control_if"
],
"operator": [],
"sensing": [],
"looks": [],
"sounds": [],
"events": [],
"data": [],
"opcode_counts": [
{
"opcode": "event_whenkeypressed",
"count": 1
},
{
"opcode": "control_if",
"count": 1
},
{
"opcode": "control_forever",
"count": 1
},
{
"opcode": "motion_changeyby",
"count": 2
}
]
}
]
},
"ball": {
"description": "Obstacle movement and interaction",
"plans": [
{
"event": "event_whenflagclicked",
"logic": "when green flag clicked\n go to x: (0) y: (100)\n set [ballSpeed v] to (5)\n forever\n glide (2) seconds to x: (-240) y: (100)\n
if <(x position) < (-235)> then\n set x to (240)\n end\n if <touching [Cat v]?> then\n broadcast [Game Over v]\n stop [all v]\n end\n end",
"motion": [
"motion_gotoxy",
"motion_glidesecstoxy",
"motion_xposition",
"motion_setx"
],
"control": [
"control_forever",
"control_if",
"control_stop"
],
"operator": [
"operator_lt"
],
"sensing": [
"sensing_istouching"
],
"looks": [],
"sounds": [],
"events": [
"event_broadcast"
],
"data": [],
"opcode_counts": [
{
"opcode": "event_whenflagclicked",
"count": 1
},
{
"opcode": "motion_gotoxy",
"count": 1
},
{
"opcode": "motion_glidesecstoxy",
"count": 1
},
{
"opcode": "motion_xposition",
"count": 1
},
{
"opcode": "motion_setx",
"count": 1
},
{
"opcode": "control_forever",
"count": 1
},
{
"opcode": "control_if",
"count": 2
},
{
"opcode": "operator_lt",
"count": 1
},
{
"opcode": "sensing_istouching",
"count": 1
},
{
"opcode": "event_broadcast",
"count": 1
},
{
"opcode": "control_stop",
"count": 1
},
{
"opcode": "data_setvariableto",
"count": 1
}
]
}
]
}
}
[ALL OPCODE BLCOKS KEY 2]: {'event_whenflagclicked_1': {'block_name': 'when green flag pressed', 'block_type': 'Events', 'op_code': 'event_whenflagclicked', 'block_shape': 'Hat Block', 'functionality': 'This Hat block initiates the script when the green flag is clicked, serving as the common starting point for most Scratch projects.', 'inputs': {}, 'fields': {}, 'shadow': False, 'topLevel': True, 'id': 'event_whenflagclicked_1', 'parent': None, 'next': 'data_setvariableto_1'}, 'data_setvariableto_1': {'block_name': 'set [my variable v] to ()', 'block_type': 'Data', 'block_shape': 'Stack Block', 'op_code': 'data_setvariableto', 'functionality': 'Assigns a specific value (number, string, or boolean) to a variable.', 'inputs': {'VALUE': {'kind': 'value', 'value': 0}}, 'fields': {'VARIABLE': ['score', None]}, 'shadow': False, 'topLevel': False, 'id': 'data_setvariableto_1', 'parent': 'event_whenflagclicked_1', 'next': 'data_setvariableto_2'}, 'data_setvariableto_2': {'block_name': 'set [my variable v] to ()', 'block_type': 'Data', 'block_shape': 'Stack Block', 'op_code': 'data_setvariableto', 'functionality': 'Assigns a specific value (number, string, or boolean) to a variable.', 'inputs': {'VALUE': {'kind': 'value', 'value': 3}}, 'fields': {'VARIABLE': ['lives', None]}, 'shadow': False, 'topLevel': False, 'id': 'data_setvariableto_2', 'parent': 'data_setvariableto_1', 'next': 'data_showvariable_1'}, 'data_showvariable_1': {'block_name': 'show variable [my variable v]', 'block_type': 'Data', 'block_shape': 'Stack Block', 'op_code': 'data_showvariable', 'functionality': "Makes a variable's monitor visible on the stage.", 'inputs': {}, 'fields': {'VARIABLE': ['score', None]}, 'shadow': False, 'topLevel': False, 'id': 'data_showvariable_1', 'parent': 'data_setvariableto_2', 'next': 'data_showvariable_2'}, 'data_showvariable_2': {'block_name': 'show variable [my variable v]', 'block_type': 'Data', 'block_shape': 'Stack Block', 'op_code': 'data_showvariable', 'functionality': "Makes a variable's monitor visible on the stage.", 'inputs': {}, 'fields': {'VARIABLE': ['lives', None]}, 'shadow': False, 'topLevel': False, 'id': 'data_showvariable_2', 'parent': 'data_showvariable_1', 'next': 'event_broadcast_1'}, 'event_broadcast_1': {'block_name': 'broadcast ()', 'block_type': 'Events', 'block_shape': 'Stack Block', 'op_code': 'event_broadcast', 'functionality': "Sends a broadcast message throughout the Scratch program, activating any 'when I receive ()' blocks that are set to listen for that message, enabling indirect communication.", 'inputs': {'BROADCAST_INPUT': {'kind': 'menu', 'option': 'Game Start'}}, 'fields': {}, 'shadow': False, 'topLevel': False, 'id': 'event_broadcast_1', 'parent': 'data_showvariable_2', 'next': None}}
2025-07-25 14:08:27,550 - __main__ - INFO - Action blocks added for sprite 'Stage' by OverallBlockBuilderNode.
[ALL OPCODE BLCOKS KEY 2]: {'event_whenbroadcastreceived_1': {'block_name': 'when I receive ()', 'block_type': 'Events', 'op_code': 'event_whenbroadcastreceived', 'block_shape': 'Hat Block', 'functionality': 'This Hat block initiates the script upon the reception of a specific broadcast message. This mechanism facilitates indirect communication between sprites or the stage.', 'inputs': {}, 'fields': {'BROADCAST_OPTION': ['Game Over ', None]}, 'shadow': False, 'topLevel': True, 'id': 'event_whenbroadcastreceived_1', 'parent': None, 'next': 'event_broadcast_1'}, 'event_broadcast_1': {'block_name': 'broadcast ()', 'block_type': 'Events', 'block_shape': 'Stack Block', 'op_code': 'event_broadcast', 'functionality': "Sends a broadcast message throughout the Scratch program, activating any 'when I receive ()' blocks that are set to listen for that message, enabling indirect communication.", 'inputs': {'BROADCAST_INPUT': {'kind': 'menu', 'option': 'Reset Game'}}, 'fields': {}, 'shadow': False, 'topLevel': False, 'id': 'event_broadcast_1', 'parent': 'event_whenbroadcastreceived_1', 'next': 'data_setvariableto_1'}, 'data_setvariableto_1': {'block_name': 'set [my variable v] to ()', 'block_type': 'Data', 'block_shape': 'Stack Block', 'op_code': 'data_setvariableto', 'functionality': 'Assigns a specific value (number, string, or boolean) to a variable.', 'inputs': {'VALUE': {'kind': 'value', 'value': 0}}, 'fields': {'VARIABLE': ['score', None]}, 'shadow': False, 'topLevel': False, 'id': 'data_setvariableto_1', 'parent': 'event_broadcast_1', 'next': 'data_setvariableto_2'}, 'data_setvariableto_2': {'block_name': 'set [my variable v] to ()', 'block_type': 'Data', 'block_shape': 'Stack Block', 'op_code': 'data_setvariableto', 'functionality': 'Assigns a specific value (number, string, or boolean) to a variable.', 'inputs': {'VALUE': {'kind': 'value', 'value': 3}}, 'fields': {'VARIABLE': ['lives', None]}, 'shadow': False, 'topLevel': False, 'id': 'data_setvariableto_2', 'parent': 'data_setvariableto_1', 'next': None}}
2025-07-25 14:08:27,551 - __main__ - INFO - Action blocks added for sprite 'Stage' by OverallBlockBuilderNode.
[ALL OPCODE BLCOKS KEY 2]: {'event_whenflagclicked_1': {'block_name': 'when green flag pressed', 'block_type': 'Events', 'op_code': 'event_whenflagclicked', 'block_shape': 'Hat Block', 'functionality': 'This Hat block initiates the script when the green flag is clicked, serving as the common starting point for most Scratch projects.', 'inputs': {}, 'fields': {}, 'shadow': False, 'topLevel': True, 'id': 'event_whenflagclicked_1', 'parent': None, 'next': 'motion_gotoxy_1'}, 'motion_gotoxy_1': {'block_name': 'go to x: () y: ()', 'block_type': 'Motion', 'block_shape': 'Stack Block', 'op_code': 'motion_gotoxy', 'functionality': 'Moves the sprite to the specified X and Y coordinates on the stage.', 'inputs': {'X': {'kind': 'value', 'value': 0}, 'Y': {'kind': 'value', 'value': -100}}, 'fields': {}, 'shadow': False, 'topLevel': False, 'id': 'motion_gotoxy_1', 'parent': 'event_whenflagclicked_1', 'next': 'data_setvariableto_1'}, 'data_setvariableto_1': {'block_name': 'set [my variable v] to ()', 'block_type': 'Data', 'block_shape': 'Stack Block', 'op_code': 'data_setvariableto', 'functionality': 'Assigns a specific value (number, string, or boolean) to a variable.', 'inputs': {'VALUE': {'kind': 'value', 'value': 0}}, 'fields': {'VARIABLE': ['speed', None]}, 'shadow': False, 'topLevel': False, 'id': 'data_setvariableto_1', 'parent': 'motion_gotoxy_1', 'next': None}}
2025-07-25 14:08:27,552 - __main__ - INFO - Action blocks added for sprite 'Cat' by OverallBlockBuilderNode.
[ALL OPCODE BLCOKS KEY 2]: {'event_whenkeypressed_1': {'block_name': 'when () key pressed', 'block_type': 'Events', 'op_code': 'event_whenkeypressed', 'block_shape': 'Hat Block', 'functionality': 'This Hat block initiates the script when a specified keyboard key is pressed.', 'inputs': {}, 'fields': {'KEY_OPTION': ['right arrow ', None]}, 'shadow': False, 'topLevel': True, 'id': 'event_whenkeypressed_1', 'parent': None, 'next': 'motion_changexby_1'}, 'motion_changexby_1': {'block_name': 'change x by ()', 'block_type': 'Motion', 'block_shape': 'Stack Block', 'op_code': 'motion_changexby', 'functionality': "Changes the sprite's X-coordinate by the specified amount, moving it horizontally.", 'inputs': {'DX': {'kind': 'value', 'value': 10}}, 'fields': {}, 'shadow': False, 'topLevel': False, 'id': 'motion_changexby_1', 'parent': 'event_whenkeypressed_1', 'next': None}}
2025-07-25 14:08:27,553 - __main__ - INFO - Action blocks added for sprite 'Cat' by OverallBlockBuilderNode.
[ALL OPCODE BLCOKS KEY 2]: {'event_whenkeypressed_1': {'block_name': 'when () key pressed', 'block_type': 'Events', 'op_code': 'event_whenkeypressed', 'block_shape': 'Hat Block', 'functionality': 'This Hat block initiates the script when a specified keyboard key is pressed.', 'inputs': {}, 'fields': {'KEY_OPTION': ['left arrow ', None]}, 'shadow': False, 'topLevel': True, 'id': 'event_whenkeypressed_1', 'parent': None, 'next': 'motion_changexby_1'}, 'motion_changexby_1': {'block_name': 'change x by ()', 'block_type': 'Motion', 'block_shape': 'Stack Block', 'op_code': 'motion_changexby', 'functionality': "Changes the sprite's X-coordinate by the specified amount, moving it horizontally.", 'inputs': {'DX': {'kind': 'value', 'value': -10}}, 'fields': {}, 'shadow': False, 'topLevel': False, 'id': 'motion_changexby_1', 'parent': 'event_whenkeypressed_1', 'next': None}}
2025-07-25 14:08:27,554 - __main__ - INFO - Action blocks added for sprite 'Cat' by OverallBlockBuilderNode.
[THE CONDA MATCH]------------->((y position)) = (-100)
the stmt was this ((y position)) = (-100) and parsed was this ((y position)) = (-100)
[ALL OPCODE BLCOKS KEY 2]: {'event_whenkeypressed_1': {'block_name': 'when () key pressed', 'block_type': 'Events', 'op_code': 'event_whenkeypressed', 'block_shape': 'Hat Block', 'functionality': 'This Hat block initiates the script when a specified keyboard key is pressed.', 'inputs': {}, 'fields': {'KEY_OPTION': ['space ', None]}, 'shadow': False, 'topLevel': True, 'id': 'event_whenkeypressed_1', 'parent': None, 'next': 'control_if_1'}, 'control_if_1': {'block_name': 'if <> then', 'block_type': 'Control', 'block_shape': 'C-Block', 'op_code': 'control_if', 'functionality': 'Executes the blocks inside it only if the specified boolean condition is true. [NOTE: it takes boolean blocks as input]', 'inputs': {'CONDITION': {'kind': 'block', 'block': 'operator_equals_1'}, 'SUBSTACK': [2, 'control_forever_1']}, 'fields': {}, 'shadow': False, 'topLevel': False, 'id': 'control_if_1', 'parent': 'event_whenkeypressed_1', 'next': None}, 'motion_yposition_1': {'block_name': '(y position)', 'block_type': 'Motion', 'block_shape': 'Reporter Block', 'op_code': 'motion_yposition', 'functionality': 'Reports the current Y coordinate of the sprite on the stage.[NOTE: not used in stage/backdrops]', 'inputs': {}, 'fields': {}, 'shadow': False, 'topLevel': False, 'id': 'motion_yposition_1', 'parent': 'operator_equals_1', 'next': None}, 'operator_equals_1': {'block_name': '<() = ()>', 'block_type': 'operator', 'block_shape': 'Boolean Block', 'op_code': 'operator_equals', 'functionality': 'Checks if two values are equal.', 'inputs': {'OPERAND1': {'kind': 'block', 'block': 'motion_yposition_1'}, 'OPERAND2': {'kind': 'value', 'value': -100}}, 'fields': {}, 'shadow': False, 'topLevel': False, 'id': 'operator_equals_1', 'parent': 'control_if_1', 'next': None}, 'control_forever_1': {'block_name': 'forever', 'block_type': 'Control', 'block_shape': 'C-Block', 'op_code': 'control_forever', 'functionality': 'Continuously runs the blocks inside it.', 'inputs': {'SUBSTACK': [2, 'motion_changeyby_1']}, 'fields': {}, 'shadow': False, 'topLevel': False, 'id': 'control_forever_1', 'parent': 'control_if_1', 'next': None}, 'motion_changeyby_1': {'block_name': 'change y by ()', 'block_type': 'Motion', 'block_shape': 'Stack Block', 'op_code': 'motion_changeyby', 'functionality': "Changes the sprite's Y-coordinate by the specified amount, moving it vertically.", 'inputs': {'DY': {'kind': 'value', 'value': 10}}, 'fields': {}, 'shadow': False, 'topLevel': False, 'id': 'motion_changeyby_1', 'parent': 'control_forever_1', 'next': 'control_wait_1'}, 'control_wait_1': {'block_name': 'wait () seconds', 'block_type': 'Control', 'block_shape': 'Stack Block', 'op_code': 'control_wait', 'functionality': 'Pauses the script for a specified duration.', 'inputs': {'DURATION': {'kind': 'value', 'value': 0.1}}, 'fields': {}, 'shadow': False, 'topLevel': False, 'id': 'control_wait_1', 'parent': 'motion_changeyby_1', 'next': 'motion_changeyby_2'}, 'motion_changeyby_2': {'block_name': 'change y by ()', 'block_type': 'Motion', 'block_shape': 'Stack Block', 'op_code': 'motion_changeyby', 'functionality': "Changes the sprite's Y-coordinate by the specified amount, moving it vertically.", 'inputs': {'DY': {'kind': 'value', 'value': -10}}, 'fields': {}, 'shadow': False, 'topLevel': False, 'id': 'motion_changeyby_2', 'parent': 'control_wait_1', 'next': 'control_wait_2'}, 'control_wait_2': {'block_name': 'wait () seconds', 'block_type': 'Control', 'block_shape': 'Stack Block', 'op_code': 'control_wait', 'functionality': 'Pauses the script for a specified duration.', 'inputs': {'DURATION': {'kind': 'value', 'value': 0.1}}, 'fields': {}, 'shadow': False, 'topLevel': False, 'id': 'control_wait_2', 'parent': 'motion_changeyby_2', 'next': None}}
2025-07-25 14:08:27,557 - __main__ - INFO - Action blocks added for sprite 'Cat' by OverallBlockBuilderNode.
Error generating plan from blocks: Can't parse reporter or value: 2) seconds to x: (
2025-07-25 14:08:27,560 - __main__ - INFO - Action blocks added for sprite 'ball' by OverallBlockBuilderNode.
2025-07-25 14:08:27,562 - __main__ - INFO - Final project JSON saved to generated_projects\8f9aca5d-60b6-4ca3-b9c9-d69410033020\project.json
2025-07-25 14:08:27,586 - __main__ - INFO - Project folder zipped to: D:\DEV PATEL\2025\scratch_VLM\scratch_agent\generated_projects\8f9aca5d-60b6-4ca3-b9c9-d69410033020.zip
2025-07-25 14:08:27,586 - __main__ - INFO - Renamed D:\DEV PATEL\2025\scratch_VLM\scratch_agent\generated_projects\8f9aca5d-60b6-4ca3-b9c9-d69410033020.zip to generated_projects\8f9aca5d-60b6-4ca3-b9c9-d69410033020.sb3
2025-07-25 14:08:27,587 - __main__ - INFO - Successfully created SB3 file: generated_projects\8f9aca5d-60b6-4ca3-b9c9-d69410033020.sb3
2025-07-25 14:08:27,587 - werkzeug - INFO - 127.0.0.1 - - [25/Jul/2025 14:08:27] "POST /generate_game HTTP/1.1" 200 -
Raw response from LLM [OverallPlannerNode 2]: ```json
{
"action_overall_flow": {
"Stage": {
"description": "Background and global game state management, including broadcasts, rewards, and score.",
"plans": [
{
"event": "event_whenflagclicked",
"logic": "when green flag clicked\nswitch backdrop to [blue sky v]\nset [score v] to (0)\nshow variable [score v]\nbroadcast [Game Start v]",
"motion": [],
"control": [],
"operator": [],
"sensing": [],
"looks": [
"looks_switchbackdropto"
],
"sounds": [],
"events": [
"event_broadcast"
],
"data": [
"data_setvariableto",
"data_showvariable"
]
},
{
"event": "event_whenbroadcastreceived",
"logic": "when I receive [Game Over v]\nif <(score) > ([High Score v])> then\nset [High Score v] to (score)\nend\nswitch backdrop to [Game Over v]",
"motion": [],
"control": [
"control_if"
],
"operator": [
"operator_gt"
],
"sensing": [],
"looks": [
"looks_switchbackdropto"
],
"sounds": [],
"events": [],
"data": [
"data_setvariableto"
]
}
]
},
"Cat": {
"description": "Main character (cat) actions",
"plans": [
{
"event": "event_whenflagclicked",
"logic": "when green flag clicked\ngo to x: (0) y: (-120)\nend",
"motion": [
"motion_gotoxy"
],
"control": [],
"operator": [],
"sensing": [],
"looks": [],
"sounds": [],
"events": [],
"data": []
},
{
"event": "event_whenkeypressed",
"logic": "when [space v] key pressed\nif <((y position)) = (-120)> then\nrepeat (10)\nchange y by (10)\nwait (0.1) seconds\nchange y by (-10)\nwait (0.1) seconds\nend\nend",
"motion": [
"motion_changeyby"
],
"control": [
"control_repeat",
"control_if",
"control_wait"
],
"operator": [],
"sensing": [],
"looks": [],
"sounds": [],
"events": [],
"data": []
}
]
},
"ball": {
"description": "Obstacle movement and interaction",
"plans": [
{
"event": "event_whenflagclicked",
"logic": "when green flag clicked\ngo to x: (130) y: (0)\nforever\nchange x by (-5)\nif <((x position)) < (-130)> then\nset x to (130)\nend\nif <touching [Cat v]?> then\nbroadcast [Game Over v]\nstop [all v]\nend\nend",
"motion": [
"motion_gotoxy",
"motion_changexby",
"motion_setx"
],
"control": [
"control_forever",
"control_if",
"control_stop"
],
"operator": [],
"sensing": [
"sensing_touchingobject"
],
"looks": [],
"sounds": [],
"events": [
"event_broadcast"
],
"data": []
}
]
}
}
}
```
[OVREALL REFINED LOGIC]: {'Stage': {'description': 'Background and global game state management, including broadcasts, rewards, and score.', 'plans': [{'event': 'event_whenflagclicked', 'logic': '\nwhen green flag clicked\n switch backdrop to [blue sky v]\n set [score v] to (0)\n show variable [score v]\n broadcast [Game Start v]\nend\n', 'motion': [], 'control': [], 'operator': [], 'sensing': [], 'looks': ['looks_switchbackdropto'], 'sounds': [], 'events': ['event_broadcast'], 'data': ['data_setvariableto', 'data_showvariable']}, {'event': 'event_whenbroadcastreceived', 'logic': '\n when I receive [Game Over v]\n if <((score) > (([High Score v])))> then\n set [High Score v] to ((score) v)\n end\n switch backdrop to [Game Over v]\n end\n', 'motion': [], 'control': ['control_if'], 'operator': ['operator_gt'], 'sensing': [], 'looks': ['looks_switchbackdropto'], 'sounds': [], 'events': [], 'data': ['data_setvariableto']}]}, 'Cat': {'description': 'Main character (cat) actions', 'plans': [{'event': 'event_whenflagclicked', 'logic': '\nwhen green flag clicked\n go to x: (0) y: (-120)\n set [score v] to (0)\n show variable [score v]\n forever\n change x by (5)\n if <((x position)) > (240)> then\n go to x: (-240) y: ((y position))\n end\n if <((y position)) < (-150)> then\n change y by (5)\n end\n if <((y position)) > (150)> then\n change y by (-5)\n end\n end\nend\n', 'motion': ['motion_gotoxy'], 'control': [], 'operator': [], 'sensing': [], 'looks': [], 'sounds': [], 'events': [], 'data': []}, {'event': 'event_whenkeypressed', 'logic': '\nwhen [space v] key pressed\n if <((y position)) = (-120)> then\n set [jump height v] to (10)\n set [gravity v] to (1)\n repeat (10)\n change y by (([jump height v]) * (1))\n set [jump height v] to (([jump height v]) - ([gravity v])))\n wait (0.1) seconds\n change y by (-(([jump height v]) * (1)))\n wait (0.1) seconds\n end\n end\nend\n', 'motion': ['motion_changeyby'], 'control': ['control_repeat', 'control_if', 'control_wait'], 'operator': [], 'sensing': [], 'looks': [], 'sounds': [], 'events': [], 'data': []}]}, 'ball': {'description': 'Obstacle movement and interaction', 'plans': [{'event': 'event_whenflagclicked', 'logic': '\nwhen green flag clicked\ngo to x: (130) y: (0)\nforever\nchange x by (-5)\nif <((x position)) < (-130)> then\nset x to (130)\nend\nif <touching [Cat v]?> then\nbroadcast [Game Over v]\nstop [all v]\nend\nend\n', 'motion': ['motion_gotoxy', 'motion_changexby', 'motion_setx'], 'control': ['control_forever', 'control_if', 'control_stop'], 'operator': [], 'sensing': ['sensing_touchingobject'], 'looks': [], 'sounds': [], 'events': ['event_broadcast'], 'data': []}]}}
[Refined Action Plan]: {
"action_overall_flow": {
"Stage": {
"description": "Background and global game state management, including broadcasts, rewards, and score.",
"plans": [
{
"event": "event_whenflagclicked",
"logic": "when green flag clicked\n set [score v] to (0)\n show variable [score v]\n broadcast [Game Start v]",
"control": [
"control_broadcast"
],
"data": [
"data_setvariableto",
"data_showvariable"
],
"events": [
"event_broadcast"
]
},
{
"event": "event_whenbroadcastreceived",
"logic": "when I receive [Game Over v]\n if <(score) > (High Score)> then\n set [High Score v] to (score)\n end\n switch backdrop to [Game Over v]",
"control": [
"control_if"
],
"operator": [
"operator_gt"
],
"looks": [
"looks_switchbackdropto"
],
"data": [
"data_setvariableto"
]
}
]
},
"Cat": {
"description": "Main character (cat) actions",
"plans": [
{
"event": "event_whenflagclicked",
"logic": "when green flag clicked\n go to x: (0) y: (-50)\n set [speed v] to (5)\n forever\n change x by ([speed v])\n if <((x position)) > (240)> then\n set x to (-240)\n end\n if <((x position)) < (-240)> then\n set x to (240)\n end\n end",
"motion": [
"motion_gotoxy",
"motion_changexby"
],
"control": [
"control_forever",
"control_if"
],
"operator": [
"operator_gt",
"operator_lt"
]
},
{
"event": "event_whenkeypressed",
"logic": "when [space v] key pressed\n change y by (100)\n wait (0.2) seconds\n change y by (-100)",
"motion": [
"motion_changeyby"
],
"control": [
"control_wait"
]
}
]
},
"ball": {
"description": "Obstacle movement and interaction",
"plans": [
{
"event": "event_whenflagclicked",
"logic": "when green flag clicked\n go to x: (100) y: (50)\n forever\n glide (2) seconds to x: (-240) y: (50)\n if <((x position)) < (-235)> then\n set x to (240)\n end\n if <touching [Cat v]?> then\n broadcast [Game Over v]\n stop [all v]\n end\n end",
"motion": [
"motion_gotoxy",
"motion_glidesecstoxy",
"motion_xposition",
"motion_setx"
],
"control": [
"control_forever",
"control_if",
"control_stop"
],
"sensing": [
"sensing_istouching"
],
"events": [
"event_broadcast"
]
}
]
}
}
}