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For more information, see Boolean data type on Wikipedia.
A Boolean block is an elongated hexagonal block that reports boolean values (values with only true or false). When the block is used, it acts as a reporter block, reporting "true" or "false" string values or the numbers "1" and "0" depending on its usage in a script.
There are 20 Boolean blocks, and they can be found in the Sensing, Operators and Variables categories. Custom blocks can have Boolean inputs that may be present in a block definition.
Blocks
There are 20 Boolean blocks in Scratch 3.0.
Note: | Click on a block for more information. |
Sensing
<touching ( v)?>
<touching color (#ff0000)?>
<color (#00ff00) is touching (#0000ff)?>
<key ( v) pressed?>
<mouse down?>
Operators
List
micro:bit
LEGO MINDSTORMS EV3
LEGO BOOST
LEGO Education WeDo 2.0
Go Direct Force and Acceleration
Removed
This article or section documents something not included in the current version of Scratch (3.0). It is only useful from a historical perspective. |
Shape
Boolean blocks are conditions that can either be true or false. They have a hexagonal shape and fit in the corresponding hexagonal slot on other blocks.
The condition gap can be filled with any Boolean block:
if <key (space v) pressed?> then broadcast (Jump! v) end
Despite their shapes, Boolean blocks also fit into string and number inputs:
when gf clicked forever say <touching (Sprite1 v)?> end
In general, when inserted into a reporter input, Scratch will automatically convert the boolean values of false and true into 0 and 1 respectively. This allows for mathematical operations to be performed by inserting booleans into reporters. For example, consider the script below:
when gf clicked forever say ((3) + <touching (Sprite1 v)?>) end
If the boolean condition is true, the sprite will say 4 as the boolean value of true is automatically converted to 1, and 3 + 1 = 4. Conversely, if the Boolean condition is false, the sprite will say 3 as the false boolean value is converted to a 0.
Note that this conversion only occurs when a boolean input is inserted into a number input. If the () + () block is omitted entirely, the boolean will then return true or false because the boolean block is in a string input (which doesn't convert booleans to numbers).
Uses
As Boolean blocks are conditions (and report if they are true or false), they are used whenever a condition is needed. Conditions are used with some C blocks and some Control Stack blocks. A common use for conditions is the If () Then block — if the condition is true, the blocks held inside the C block will activate.
There are a variety of different conditions that can be checked, from checking if the mouse is touching a sprite to checking if a value is equal to another value. An example is below:
when flag clicked wait until <touching (edge v)?> say [Done!] for (2) seconds stop [this script v]
The Wait Until () block pauses the script until the Boolean value, here <touching (edge v)?>
, is true. While the sprite is not touching the edge, <touching (edge v)?>
is false, and the block waits for it to become true. When the sprite touches the edge, <touching (edge v)?>
becomes true, and the script below it is run.
Other Uses
A Boolean block can be used in a string input. If a Boolean in a String input is true, it reports "true". If the Boolean is false, it returns "false". For example, say <touching (mouse-pointer v)?>
makes the sprite say "true" if the sprite is touching the mouse pointer, and "false" otherwise.
Direct Comparison
Boolean variables can be compared to non-Boolean variables. For example, the following script, two Booleans are compared to each other directly, and the if statement will execute the code inside if both have the same value (i.e. both true or both false).
if <<mouse down> = <touching color (#00A)>> then ... end
Reporting Booleans
Sensor ()? is the only Boolean that can be displayed as a Stage Monitor. However, Booleans can be plugged into a Say () block to report its value.
when gf clicked forever say <touching (mouse-pointer v)?>
Storage in Variables
Booleans can be stored in variables as well. The following script stores the current mouse state in the variable "bool".
set [bool v] to <mouse down?>
Later, the variable can be compared to another Boolean with the stored variable:
if <<mouse down?> = (bool)> then ... end
In this case, the script will check whether the mouse currently has the same state as it did when the variable was stored.