Learning Goals 3 min
By the end of this lesson you will have built a working project where:
- A market backdrop sets the morning scene, with a looping market-chatter background sound.
- A cat customer walks across the Stage and meows when she arrives.
- An Aunty Wei Jie teh tarik stall plays a kettle-clink sound when clicked — the customer has been served.
Warm-Up 7 min
Cluster F is over. You have learnt to play, shape, and loop sounds across four lessons. Today is the finale — you assemble them all into one complete, shareable sound story.
The scene we're building
It's early morning at the pasar pagi. A cat customer arrives at Aunty Wei Jie's teh tarik stall. Market chatter loops in the background. The cat says hello. Click the stall — the kettle clinks. A complete tiny scene, built from the blocks of Cluster F.
What does the project use from earlier lessons?
- Choosing and naming sprites (L01-05, L01-02)
- Choosing a backdrop (L01-30)
- when flag clicked, when this sprite clicked (L01-15, L01-17)
- move, go to x: y: (L01-07, L01-10)
- repeat, forever, wait (L01-18, L01-19, L01-20)
- say for seconds (L01-24)
- Sound blocks: play sound until done, set volume, sound loops (L01-35, L01-37, L01-38)
Planning the project 10 min
Before any blocks, plan on paper (or in your head). Today's scene needs:
The cast
| Sprite | Costume | What it does |
|---|---|---|
| Cat (rename to "Cat Customer") | default cat | Walks in from the left edge towards the stall, then meows and says hello. |
| Aunty Wei Jie (any 2nd sprite — pick one that looks human or stall-shaped) | library sprite | Sits still on the right. Plays a kettle-clink sound when clicked. |
The stage
One backdrop — pick anything outdoor/market-looking from the library. Names like Boardwalk, Beach Malibu, or a custom-painted morning sky all work. The backdrop is the silent backdrop — no script needed on the Stage.
The sounds
Add these to the appropriate sprite via the Sounds tab:
- On the Cat:
Meow(already there), plusFootsteps(Effects). - On Aunty Wei Jie:
Cheeror any market-chatter voice (Voice category) — to loop in background. PlusBell Tollor any clink (Effects) — for the kettle. - Optional with microphone: record yourself saying "Selamat datang!" and use it instead of Cheer.
The scripts (the plan)
Two scripts on each sprite, four total. Each script under the L1 cap of 8 blocks per stack:
- Cat — background script: on flag, go to left edge, walk 20 steps eight times, meow at the end, say "Pagi, Aunty!".
- Aunty — chatter loop: on flag, forever play the chatter sound at lower volume.
- Aunty — kettle script: when clicked, play the kettle sound and say "Teh tarik panas!" ("Hot pulled tea!").
- Optional — Cat — footsteps loop while walking.
Build the scene — step by step 20 min
Follow these steps in order. Each step produces a small visible (or audible) win.
Step 1 — Pick a market backdrop
Click Choose a Backdrop (the little Stage icon at the bottom-right). Pick any outdoor scene — Boardwalk works well. The Stage now has the new backdrop.
Step 2 — Set up the Cat
Click the cat in the Sprite list. Sprite Properties → Name = Cat Customer, Size = 70. Sounds tab → "+" → add Footsteps from Effects. Switch back to Code.
Step 3 — Cat's walking script
Build this on the Cat sprite. It sends the cat to the left edge, walks her toward the stall, then she meows and greets.
when flag clicked
go to x: (-200) y: (-50)
repeat (8)
move (20) steps
wait (0.2) seconds
end
play sound [Meow v] until done
say [Pagi, Aunty!] for (2) seconds
Step 4 — Add Aunty Wei Jie sprite
Click the Choose a Sprite button (bottom-right of the Sprite list). Pick any person-looking sprite — for example Avery or Hannah. Sprite Properties → Name = Aunty Wei Jie, x = 120, y = -30, Size = 80.
Step 5 — Add Aunty's sounds
With Aunty selected, click Sounds tab. Add: cheer (or your own "Selamat datang" recording) from Voice. Add Bell Toll from Effects (or any clink). Switch back to Code.
Step 6 — Aunty's background chatter loop
Build this on Aunty. The chatter sound plays softly in the background, forever.
when flag clicked
set volume to (30) %
forever
play sound [cheer v] until done
wait (2) seconds
end
Step 7 — Aunty's kettle script
Build this second script on Aunty. It's triggered by clicking the sprite — not the flag.
when this sprite clicked
set volume to (100) %
play sound [Bell Toll v] until done
say [Teh tarik panas!] for (2) seconds
Step 8 — Test the whole scene
Click the green flag.
- The chatter starts in the background.
- The cat walks across the Stage from the left.
- When the cat arrives, she meows and says "Pagi, Aunty!".
- Click Aunty — the kettle clinks, Aunty announces "Teh tarik panas!".
What changed: compared to the single-script lessons so far, this project has four scripts across two sprites running in coordination. The chatter loop is the soundtrack; the cat is the story; the stall is interactive.
The full assembled stacks (your reference)
when flag clicked
go to x: (-200) y: (-50)
repeat (8)
move (20) steps
wait (0.2) seconds
end
play sound [Meow v] until done
say [Pagi, Aunty!] for (2) seconds
when flag clicked
set volume to (30) %
forever
play sound [cheer v] until done
wait (2) seconds
end
when this sprite clicked
set volume to (100) %
play sound [Bell Toll v] until done
say [Teh tarik panas!] for (2) seconds
Extend the project — three small builds 12 min
Goal: Add a footstep sound to the cat's walk. Use the Footsteps sound you added earlier — slot it inside the repeat so each step plays the sound.
when flag clicked
go to x: (-200) y: (-50)
repeat (8)
start sound [Footsteps v]
move (20) steps
wait (0.2) seconds
end
play sound [Meow v] until done
Think: Start sound (not until done) so the footstep plays in the background while the move and wait happen. Each step is one footstep noise.
Goal: Make Aunty react with a deeper voice (she's a busy market aunty). Add a pitch change to her kettle script.
when this sprite clicked
clear sound effects
change [pitch v] effect by (-80)
play sound [Bell Toll v] until done
say [Teh tarik panas!] for (2) seconds
Think: Clear sound effects first to wipe any earlier pitch. Then drop pitch by 80 — the bell sound becomes deeper. The "say" text stays the same on screen.
Goal: Add a "drum opening" — a quick 3-beat drum just before the chatter loop starts. The drum plays once at the top of Aunty's chatter script, then the loop begins.
when flag clicked
set volume to (100) %
play sound [Drum Beat v] until done
play sound [Drum Beat v] until done
play sound [Drum Beat v] until done
set volume to (30) %
forever
play sound [cheer v] until done
wait (2) seconds
end
Think: Three loud opening drum beats, then volume drops to 30 % for the chatter loop. This is how real movies score the start of a scene — a "stinger" before the background.
Mini-Challenge — add a new market sprite 5 min
"Pak Razak the satay seller"
Add a third sprite — call him Pak Razak. Place him on the other side of the Stage. He sells satay. When you click him, he plays a sizzling sound and says "Satay panas!". The chatter loop on Aunty keeps playing the whole time.
It works if:
- A third sprite is on the Stage, named Pak Razak.
- Clicking the cat or Aunty still works exactly as before.
- Clicking Pak Razak plays a sound (anything sizzle-like —
finger snaporfartwill do) and shows "Satay panas!" on the Stage. - The background chatter never stops.
- You only used blocks from this lesson and earlier ones.
Reveal one valid solution
when this sprite clicked
set volume to (100) %
play sound [Finger Snap v] until done
say [Satay panas!] for (2) seconds
Just one script on the new sprite. It mirrors Aunty's kettle script — same pattern, different sound, different message. The market now has two stalls. The chatter loop is unaffected because it runs on Aunty, not on Pak Razak.
Recap 2 min
You built a complete sound-driven scene with two sprites, four scripts, and three sounds. You used Cluster F's sound blocks together with motion, looks, and control blocks from earlier clusters. Real projects always combine many block colours — that's the leap from a one-block toy to a whole scene.
- Project
- A complete Scratch creation that uses many blocks across several scripts and sprites. The end of a learning cluster.
- Background sound
- A looping sound played at low volume to give a scene atmosphere, without drowning out the foreground action.
- Pasar Pagi
- Malay for "morning market". A common Malaysian setting — open-air stalls selling food and goods in the early hours.
- Teh tarik
- Malay for "pulled tea". A frothy hot milk tea, poured back and forth between two cups; a Malaysian staple.
Homework 1 min
Your own market. Take the project from class and change it to your own market. Pick a different setting (your home, your school, a roti canai stall). Use different sprite names from §7 of the curriculum's localisation list. Use at least three sounds.
- Save your class project as
Pasar Pagi v1. - Make a copy. Rename it
My Market. Change at least one sprite name, one backdrop, and one sound. - Add one extra line of "say" dialogue using a Malay greeting (e.g. "Apa khabar?", "Selamat pagi!", "Terima kasih!").
Bring back next class:
- A screenshot of your Stage with all sprites visible.
- A screenshot of any one sprite's Script Area.
- One sentence in your notebook: "What's the difference between my market scene and the class scene?"
Heads up for next class: SCR-L01-40 opens Cluster G — your first variable. You'll meet score and learn why it changes everything about what your projects can remember.