Learning Goals 3 min
By the end of this lesson you will be able to:
- Name the four edges of the Stage: x =
-240, x =+240, y =-180, y =+180. - Read any sprite's x position and y position from the Sprite Properties panel.
- Drag the cat with your mouse to four named locations on the Stage and call out the coordinates each time.
Warm-Up 7 min
The cat can now walk and turn around the garden. Today we pause the action and study the map under the cat's paws — the Stage's coordinate grid — so we can name every flower bed by its exact (x, y).
Quick-fire puzzle
Priya set the cat's Direction to 90 and clicked the green flag. The cat started at x = -100, y = 50. Where did it end up?
when flag clicked
move (200) steps
Reveal the answer
The cat ended at x = 100, y = 50. The x rose from -100 to 100 (200 steps to the right). The y stayed at 50 because the cat moved horizontally — its up-down position never changed.
Big idea: a move block changes one of x or y (or both), depending on direction. Today we learn what x and y actually mean.
New Concept — the Stage's coordinate map 15 min
The Stage is a giant grid, like the squared paper in your maths book — except it's stretched out and the centre is exactly in the middle. Every spot on the Stage has two numbers: an x (how far left or right) and a y (how far up or down).
The two numbers we read today
| Reading | Where to find it | What it tells you |
|---|---|---|
| x position | Sprite Properties · x field | How far left or right the sprite is from the centre. Range: -240 to +240. |
| y position | Sprite Properties · y field | How far up or down the sprite is from the centre. Range: -180 to +180. |
These are not blocks today — they're readouts. The Sprite Properties panel shows them all the time. As you drag the cat around the Stage with your mouse, watch the x and y numbers change in real time.
The map
Reading any spot on the map
To name a spot, write the x number first, then the y number, inside round brackets and separated by a comma. Examples:
(0, 0)— the centre.(240, 0)— the right edge, middle height.(0, 180)— the top edge, middle width.(-100, 50)— a bit to the left, a bit above centre.(-240, -180)— the bottom-left corner.
Drag-and-read
Open Scratch. Click and hold on the cat on the Stage. Drag it slowly around. Watch the x and y fields in Sprite Properties — they update in real time as the cat moves. This is the easiest way to feel the coordinate grid: drag, read, repeat.
Why it matters
Every game built in Scratch uses coordinates. A target sprite at the top-right of the Stage. A score watcher in the top-left. A player that starts at the bottom and walks up. The map of x and y is the floor plan of your project.
Worked Example — map the cat's journey 15 min
Today's example is a treasure-hunt-style tour. We won't write a new block — we'll read the cat's position at four named stops along the Stage.
Step 1 — Reset
Click the cat in the Sprite list. In Sprite Properties, type x = 0, y = 0, Direction = 90. Cat sits dead centre.
Step 2 — Build the move block from last lesson
Drag when ⚑ clicked and move (100) steps. Snap them. Click the flag once. Cat is now at x = 100, y = 0. Read the values straight from Sprite Properties to check.
when flag clicked
move (100) steps
Step 3 — Drag the cat to the top-left corner
Don't use blocks for this step. Use your mouse: click and drag the cat to the top-left of the Stage. Aim for somewhere near the corner. Read Sprite Properties. The x should be near -200 (a big negative number). The y should be near 150 (a big positive number).
Write down what you read. For example: top-left corner ≈ (-205, 152). Different drags give slightly different answers — that's fine. The big idea: top-left = negative x, positive y.
Step 4 — Drag the cat to the bottom-right corner
Now drag the cat all the way to the bottom-right. Read Sprite Properties. The x is near +200, the y is near -150. Write it down: bottom-right ≈ (208, -148).
Step 5 — Drag the cat to the top edge, centre
Drag the cat straight up. Try to stop at the top edge with x near 0. You'll read something like top centre ≈ (0, 175). Notice: x didn't change because you only moved up-and-down. y did.
Step 6 — Drag the cat back to (0, 0)
Drag carefully toward the middle. Watch x and y count down together. When both show 0 (or very close), let go.
What changed: you didn't add a single new block — but you now understand the Stage as a map of numbered spots. Sprite Properties is your map-reader.
Your tour log
You visited four spots: centre, top-left, bottom-right, top centre. Write the coordinates in your notebook. We'll use them again in SCR-L01-10 — but with a block that teleports the cat to any (x, y) instead of dragging.
Try It Yourself — three small builds 12 min
Goal: Type-and-read. Set x = 120, y = 0 directly in Sprite Properties. Then run this script and write down the new x.
when flag clicked
move (50) steps
Think: Started at x = 120. Moved 50 forward (facing right). New x = 120 + 50 = 170. Check Sprite Properties to confirm.
Goal: Visit a quadrant. The top-left part of the Stage has x < 0 and y > 0. Drag the cat there with your mouse. Read Sprite Properties — both numbers should match the quadrant rule.
when flag clicked
move (0) steps
Think: The move (0) block does nothing — it's just there because every script needs a hat block to be a script. The real work is your drag. Possible readings: x = -180, y = 120. Both numbers tell you which quadrant the cat sits in.
Goal: Predict before you click. Set the cat to x = -100, y = 0, Direction = 180 (facing down). Predict the new x and y after this script runs. Write your prediction in your notebook before clicking.
when flag clicked
move (80) steps
Think: Facing down means forward = downward. The cat's x stays at -100 (no left-right movement). The y drops from 0 to -80. Check Sprite Properties: x = -100, y = -80. Did your prediction match?
Mini-Challenge — name that corner 5 min
"Four-corner tour"
Working only with the Sprite Properties panel (typing x and y values directly — no new blocks), park the cat at each of the four corners in turn. After each parking, write down the x and y values you typed.
It works if:
- The cat visits all four corners: top-left, top-right, bottom-left, bottom-right.
- For each corner, you write down a pair like
(-240, 180). - You can correctly say which quadrant uses positive y, which uses negative x, etc.
Reveal the four answers
The four corners are:
- Top-left:
(-240, 180)— x is the most negative, y is the most positive. - Top-right:
(240, 180)— both numbers are at their max. - Bottom-left:
(-240, -180)— both numbers are at their min. - Bottom-right:
(240, -180)— x is at max positive, y is at max negative.
This combines today's coordinate map with the Sprite Properties skill from SCR-L01-02. Tomorrow's lesson teaches a block that jumps the cat to any (x, y) in one go.
Recap 2 min
The Stage is a grid. Every spot has two numbers — x (left-right) and y (up-down). The centre is (0, 0). The corners are at (±240, ±180). You can read any sprite's x and y in the Sprite Properties panel and you can type them directly to park the sprite at any spot. Tomorrow we meet a Motion block that does the same thing in one go.
- Coordinate
- A pair of numbers (x, y) that names one spot on the Stage. Example: (100, -50).
- x position
- The left-right number. Ranges from -240 (left edge) to +240 (right edge). Zero is the middle.
- y position
- The up-down number. Ranges from -180 (bottom edge) to +180 (top edge). Zero is the middle.
- Origin
- The dead centre of the Stage. Always (0, 0).
Homework 1 min
The five-stop map. Visit five named spots on the Stage by typing values into Sprite Properties. Write down each pair of coordinates as you go.
- Open Scratch (web or desktop). Click the cat in the Sprite list.
- Type each pair into Sprite Properties (x first, y second), one at a time:
- Stop 1 — Centre: x =
0, y =0. - Stop 2 — Top edge: x =
0, y =180. - Stop 3 — Right edge: x =
240, y =0. - Stop 4 — A spot you choose, in the bottom-left quadrant (x must be negative, y must be negative).
- Stop 5 — A spot you choose, in the top-right quadrant (x positive, y positive).
- Stop 1 — Centre: x =
- Take a screenshot of the Stage at Stops 4 and 5.
Bring back next class:
- Two screenshots (Stops 4 and 5).
- The five pairs of coordinates written in your notebook.
- Your written answer to: "Which corner of the Stage has the most negative x AND the most negative y?"
Heads up for next class: SCR-L01-10 introduces a new Motion block — go to x: (0) y: (0). The cat will teleport to any spot in one snap, no dragging needed.