Learning Goals 3 min
By the end of this lesson you will be able to:
- Name and point to the four editor areas: Stage, Sprite list, Blocks Panel, and Script Area.
- Open the Sprite Properties bar and change a sprite’s name, size, and position without using a single block.
- Run your
move (50) stepsscript from last lesson and show that the cat looks different but still moves the same distance.
Warm-Up 7 min
Last lesson your cat took its first steps. But it always started wherever you last left it — and it was still called Sprite1. Today you take charge of where the cat stands and what it is called.
Quick-fire puzzle
Aiman snapped three blocks together. He clicked the green flag once. How far did the cat move?
when flag clicked
move (100) steps
move (50) steps
Reveal the answer
The cat moved 150 steps in total — 100, then 50, with no pause between them. Scratch runs blocks one after another, top to bottom, as fast as the computer can. The two moves happen so quickly that the cat looks like it jumps the full 150 steps at once.
This is the big idea: order matters. Swap the two move blocks and you still get 150. But swap in a turn or a say block, and the order changes what you see.
New Concept — the four areas of the Scratch editor 15 min
Think of the Scratch editor as a small kitchen. The Stage is the dinner table, where the food is served. The Sprite is the chef. The Blocks Panel is the pantry full of ingredients. The Script Area is the chopping board where you put ingredients together.
Editor anatomy at a glance
| Area | Where on screen | What it shows |
|---|---|---|
| Stage | top-right | The 480 × 360 rectangle where sprites move and act. |
| Sprite list | below the Stage | A grey row of cards — one per sprite. Click a card to select that sprite. |
| Sprite Properties | between the Stage and the Sprite list | Small boxes holding the selected sprite’s name, x, y, size and direction. |
| Blocks Panel | far left | All the blocks, grouped by colour. Click a coloured dot to jump to that category. |
| Script Area | middle | The big empty space where you snap blocks together. |
| Code · Costumes · Sounds tabs | top of the middle column | Three tabs that change what the middle area shows. Today we stay on Code. |
The Stage in detail
The Stage is 480 pixels wide and 360 tall. The middle is (0, 0). The x-axis runs left to right — negative on the left, positive on the right. The y-axis runs bottom to top — negative below, positive above.
The Sprite list and Sprite Properties
Below the Stage sits a grey row showing every sprite in your project. Right now there is one — the cat. Click the cat’s card. Now look just above the Sprite list: a row of small boxes appears. These are the Sprite Properties.
Two ways to move a sprite
You now have two tools that both change where the cat is, and they are not the same thing:
- Properties change the sprite the moment you press Enter. Nothing has to run. This is how you set up a scene.
- Blocks like
move (50) stepschange the sprite only when the script runs. This is how you animate a scene.
Set-up first, animation second. Every project in this arc starts by putting sprites on their marks.
Why it matters
Later in this arc your cat must always start on the left, so it has somewhere to walk to. If you rely on where you last dragged it, the scene looks different every run. Properties give you a reliable starting point.
Worked Example — meet Aisyah’s Cat 15 min
Open your project from last lesson. We will rename the cat, shrink it, park it on the left edge, then run the same script and see what does — and does not — change.
Step 1 — Select the cat in the Sprite list
Find the grey row below the Stage. There is one card — the cat. Click it. The card gains a blue border, and the Sprite Properties bar above fills in with the cat’s values.
Step 2 — Rename the cat
Click the Name box where it says Sprite1. Erase it, type Aisyah’s Cat, press Enter. The card below now shows the new name. The cat on the Stage looks exactly the same — only its name changed.
Step 3 — Shrink the cat
Click the Size box where it says 100. Erase it, type 60, press Enter. The cat shrinks to about three-fifths of its old size, right away. No flag click needed.
Step 4 — Park the cat on the left edge
Click the x box. Type -200, press Enter. The cat slides to the left side of the Stage. Check the y box reads 0 so the cat sits at eye level, and Direction reads 90 so it faces right.
Step 5 — Rebuild the script from last lesson
Click the Code tab. Drag when flag clicked from the yellow Events category, then snap move (50) steps from the blue Motion category underneath it.
when flag clicked
move (50) steps
Step 6 — Click the green flag
The small cat shifts 50 pixels right. Click again — another 50. Watch the x box in the Sprite Properties bar: it climbs from -200 to -150 to -100. Properties and scripts are reading and writing the same numbers.
Step 7 — Send the cat back to its mark
Type -200 into the x box again. The cat jumps straight back to the left edge, ready for another run. This little reset is how you rehearse a scene over and over.
What changed: compared with last lesson the cat is smaller, renamed, and starts in a known spot — yet the script is the very same two blocks. Properties change how the sprite looks and where it starts; scripts change what it does.
Your finished setup (your reference)
Sprite Properties should read: Name = Aisyah’s Cat, x = -200, y = 0, Size = 60, Direction = 90. Your Script Area should hold this stack:
when flag clicked
move (50) steps
Try It Yourself — three small builds 12 min
Goal: Make the cat huge. Keep x = -200, set Size to 200, then click the flag once with the stack below.
when flag clicked
move (50) steps
Think: the giant cat travels exactly the same 50 pixels as the small one. The script does not know the cat is bigger — it only knows “move 50 pixels forward”. Because the cat is huge, that jump looks smaller.
Goal: Turn the cat around. Reset Size to 100 and set x to 150. Now set Direction to -90 — the cat flips to face left. Run the same stack.
when flag clicked
move (50) steps
Think: move (50) steps never meant “right”. It means “forward, whichever way you are facing”. With Direction = -90, forward is left, so x goes down by 50.
Mini-mission: the perfect landing. Aisyah wants her cat to walk in from the left edge, stop exactly on the centre spot, and announce that it has arrived — all from one flag click.
It works if: the cat starts at the left edge, the x box reads exactly 0 when it stops, and a speech bubble appears. Use no more than 8 blocks.
when flag clicked
move () steps
say [I made it!] for (2) seconds
Think: the landing spot is fixed at 0. So the number of steps depends entirely on where you start. Change the starting x and the answer changes with it.
Mini-Challenge — cross the whole Stage in one click 5 min
“Aisyah’s Cat travels the whole Stage”
Get the cat from the far left edge to the far right edge with a single click of the green flag — using the Sprite Properties bar and the two blocks you already know.
It works if:
- Before the click, the cat sits against the left edge.
- You click the green flag just once.
- After the click, the cat sits against the right edge.
- You changed only sprite properties — no new blocks, no second script.
Reveal one valid solution (teacher)
Set the cat’s starting x to -240 and Direction to 90. The Stage is 480 pixels wide, so the move block needs at least 480 steps.
when flag clicked
move (480) steps
One click sends the cat from x = -240 to x = +240. Try 500 or 1000 — the same thing happens, because the Stage edge stops the cat leaving the screen.
Recap 2 min
Today you toured the four main areas of the Scratch editor and met the Sprite Properties bar. Properties set a sprite up — name, position, size, direction — without a single block. Scripts then make it move and speak. Two tools, two jobs.
- Stage
- The 480 × 360 rectangle (top-right) where sprites live and act. Its centre is (0, 0).
- Sprite list
- The grey row below the Stage — one card per sprite. Click a card to select that sprite.
- Sprite Properties
- The bar above the Sprite list, holding the selected sprite’s name, x, y, size and direction.
- Direction
- The way a sprite faces.
90= right,-90= left,0= up,180= down.
Homework 1 min
The Tiny Cat Marathon. Shrink your cat to Size 30, park it at x = -240, and send it across most of the Stage with one flag click.
- Set Size to
30and x to-240in the Sprite Properties bar. - Build
when flag clickedwithmove (240) stepsunder it. - Click the green flag once, then read the x box.
- Take three screenshots: the Sprite Properties bar before the click, the Script Area, and the Stage right after the click.
Bring back next class:
- All three screenshots.
- Your written answer to this question: “If you set x to +240 before clicking the flag, would the cat appear to move at all? Why or why not?” (Hint: think about where the cat starts and where the Stage ends.)
Heads up for next class: SCR-L01-03 tours the nine block-category colours in the Blocks Panel, so you know where every block lives before we start using them.