Learning Goals 3 min
By the end of this lesson you will be able to:
- Recall the four key direction numbers in Scratch:
0= up,90= right,180= down,-90= left. - Drag a point in direction (90) block into your Script Area and edit its number.
- Click the green flag and see the cat face a new direction before it moves — so "forward" goes the way you want.
Warm-Up 7 min
Last lesson the cat glided smoothly between garden spots. Now the arc moves forward — today we make the cat face the way it travels, so it never slides sideways again.
Quick-fire puzzle
Priya set her cat's Direction property to 0 in the Sprite Properties bar. Then she clicked the green flag with this script. Which way did the cat move?
when flag clicked
move (100) steps
Reveal the answer
The cat moved 100 steps straight up. The move block does not mean "go right" — it means "go forward, in whatever direction I am facing". With Direction = 0, forward is up. With Direction = 90, forward is right. The sprite's direction is the missing ingredient.
Today you'll set that direction inside your script using a single new block: point in direction (90).
New Concept — the direction dial 15 min
Think of the cat wearing a compass. The compass needle is a number. When the needle reads 90, the cat faces right. When it reads 0, the cat faces up. point in direction (90) rotates the compass instantly to whatever number you choose — no movement, just a new "forward".
Blocks reference
| Block | Category | What it does |
|---|---|---|
| point in direction (90) | Motion (blue) | Rotates the sprite to face the exact direction (in degrees). Does not move the sprite, only rotates. |
The direction dial — four key numbers
Using point in direction inside a script
when flag clicked
go to x: (0) y: (0)
point in direction (0)
move (100) steps
Why it matters
Without point in direction, every cat in every project would only ever move right. With it, your sprite can climb, dive, walk left, or face any angle you want. It is the difference between a cat that only walks one way and a cat that explores the whole Stage.
Worked Example — Aiman the four-way cat 15 min
Open Scratch. Rename your cat to Aiman the Cat. We are going to make Aiman face each of the four key directions and step that way.
90). A move block then sends it that way.Step 1 — Add the start hat
Drag when ⚑ clicked from the yellow Events category into the Script Area.
Step 2 — Reset position
Add go to x: (0) y: (0) under the hat. Type 0 for both. Aiman snaps to the centre.
Step 3 — Face up and step up
From Motion, drag point in direction (90) and snap it under the go to. Click the little white circle and change 90 to 0. Then drag move (10) steps; change 10 to 80.
when flag clicked
go to x: (0) y: (0)
point in direction (0)
move (80) steps
Step 4 — Click the green flag
Aiman teleports to (0, 0), spins to face up, then jumps 80 pixels straight up. He ends near the top of the Stage.
Step 5 — Try a different direction
Change the number inside point in direction (0) to -90 (negative ninety). Click the flag again. Now Aiman faces left and steps 80 pixels left. End position: (−80, 0).
Step 6 — Add a glide for smoothness
Swap the move (80) steps for glide (2) secs to x: (-80) y: (0). Click the flag — now you see Aiman face left, then slide smoothly to (−80, 0).
What changed: the same move block now sends the cat in completely different directions, depending on the direction you point first.
The full assembled stack (your reference)
when flag clicked
go to x: (0) y: (0)
point in direction (-90)
glide (2) secs to x: (-80) y: (0)
Try It Yourself — three small builds 12 min
Goal: Make the cat face down and walk 60 steps that way.
when flag clicked
go to x: (0) y: (0)
point in direction (180)
move (60) steps
Think: Direction 180 = down. After the move, the cat sits at (0, −60) — 60 pixels below centre.
Goal: Make the cat take an "L-shape" walk — first right, then down.
when flag clicked
go to x: (-100) y: (100)
point in direction (90)
move (80) steps
point in direction (180)
move (80) steps
Think: The cat traces a backwards "L" — right by 80, then down by 80. Six blocks total, still inside our 8-block cap.
Goal: Send the cat diagonally up-right using a non-standard direction.
when flag clicked
go to x: (0) y: (0)
point in direction (45)
move (140) steps
say [Naik bukit!] for (2) seconds
Think: Direction 45 sits between 0 (up) and 90 (right) — it points to the top-right. The cat climbs diagonally then says "Going uphill!" in Malay.
Mini-Challenge — four-corner tour 5 min
"Aisyah's Cat visits all four corners"
Without using any blocks you haven't seen yet, send the cat from the centre to one corner of the Stage, then point a new direction, then move to a second corner.
It works if:
- One click of the green flag runs the whole demo.
- The cat ends up at a different corner from where it started.
- You use point in direction at least twice with different numbers.
- You only use blocks from today and earlier lessons.
Reveal one valid solution
when flag clicked
go to x: (0) y: (0)
point in direction (90)
glide (1) secs to x: (200) y: (0)
point in direction (180)
glide (1) secs to x: (200) y: (-150)
Six blocks — under our 8-block cap. The cat glides right to (+200, 0), spins to face down, then glides down to the bottom-right corner.
Recap 2 min
Today you learned how to control which way the cat is facing. point in direction sets the sprite's compass — 0 for up, 90 for right, 180 for down, -90 for left. The cat does not move; it only turns. After that, any move or glide goes "forward" in the new direction.
- Direction
- The compass number a sprite is facing.
0= up,90= right,180= down,-90= left. - point in direction (block)
- A motion block that rotates the sprite to face the given degrees. It does not move the sprite.
- Forward
- The way the sprite is currently pointing. Every move or glide follows that arrow.
Homework 1 min
The four-way salute. Build a script that makes the cat face each of the four key directions in turn, with a tiny glide for each.
- Open Scratch.
- Drag when ⚑ clicked into the Script Area.
- Add go to x: (0) y: (0) to reset position.
- Add point in direction (0), then glide (1) secs to x: (0) y: (60).
- Add point in direction (90), then glide (1) secs to x: (60) y: (60).
- Click the flag and watch the cat face up, glide up, face right, glide right. Six blocks total.
Bring back next class:
- A screenshot of your 6-block Script Area.
- Your written answer to this question: "If you set Direction to
45and then move 100 steps, where does the cat end up — exactly above, exactly to the right, or somewhere in between? Why?"
Heads up for next class: SCR-L01-13 teaches the one-block fix that stops a sprite leaving the screen: if on edge, bounce.