Learning Goals 3 min
By the end of this lesson you will be able to:
- Name the five things every Scratch script needs — a sprite, a hat block, the blocks below the hat, the Stage to perform on, and the green flag to start it.
- Look at a small block stack and predict what the sprite will do before you click the flag — the most important habit a Scratch programmer can build.
- Rebuild three Level-1 mini-projects from memory, with no peeking at the old lessons, and save each one as an
.sb3file.
Warm-Up — predict the cat 8 min
It's been a holiday. Your fingers haven't held a mouse for two weeks. Before we plan our kampung scene, let's blow the dust off your Level 1 memory.
The cat is the first actor in our Kampung Stage Scene — so we warm up by reading three small cat scripts, exactly the kind we will reuse to stage the cast over this arc.
Look at each stack below. Don't click anything — just say out loud (or write down) what the cat will do when the green flag is clicked. Then peek at the reveal.
Puzzle 1
when flag clicked
move (100) steps
Reveal puzzle 1
The cat jumps 100 pixels to the right in a single instant, then stops. No animation, no smooth glide — just a teleport. The hat block waits for the flag; the move block fires once.
Puzzle 2
when flag clicked
say [Hi!] for (2) seconds
move (50) steps
Reveal puzzle 2
The cat says "Hi!" in a speech bubble for two seconds while standing still, then the bubble disappears and the cat hops 50 pixels right. The say … for … seconds block pauses the rest of the script — that's why the move waits.
Puzzle 3
when flag clicked
move (50) steps
next costume
move (50) steps
next costume
Reveal puzzle 3
The cat hops 50 pixels, swaps to its second costume (legs in the other position), hops another 50 pixels, and swaps back. It looks like two walking strides. This trick — alternating move and next costume — is the seed of the walking-animation idea you'll meet in L02-27.
If you got all three right without peeking, you're warmed up. If you didn't, that's fine — peek and move on. The point is to predict before clicking, because real programmers read code with their eyes before they trust the computer.
New Concept — five things every script needs 12 min
You wrote 48 lessons' worth of scripts in Level 1. Every single one followed the same hidden pattern. If you can name the pattern, you can build anything in Scratch — because "anything" is just this same pattern, repeated and combined.
The five things
| Thing | What it is | Where to find it |
|---|---|---|
| 1. A sprite | The character or object that does the action. | Sprite list, bottom-right of the editor. |
| 2. A hat block | The rounded-top block that starts the script — when ⚑, when key, when sprite clicked. | Events palette (yellow). |
| 3. The body blocks | Everything that snaps below the hat — motion, looks, sound, control. The actual actions. | Motion, Looks, Sound, Control, Sensing, Operators palettes. |
| 4. The Stage | The white area where the sprite performs. Coordinates run x −240 → +240, y −180 → +180. | Top of the editor — the big rectangle. |
| 5. The trigger | You — clicking the green flag, pressing a key, or clicking the sprite — to fire the hat block. | The ⚑ button above the Stage. |
The pattern, drawn out
when flag clicked
move (10) steps
say [Hello!] for (1) seconds
next costume
Every script in Scratch — even the most complicated game with twelve sprites and fifty broadcasts — is just this pattern: sprite → hat → body → Stage → trigger. Cluster A of Level 2 (the next five lessons) zooms into multiple sprites, because once you have two sprites in the same project, the same pattern stacks on itself.
The L1 vocabulary check
Quick checks — say the answer in your head, then read on. If two or more catch you off-guard, please re-skim L01-48 (the Level 1 Recap) before continuing.
- What does when ⚑ clicked do? (Starts the script when you click the green flag above the Stage.)
- What does move (10) steps do? (Moves the sprite 10 pixels in the direction it's facing.)
- What does next costume do? (Swaps the sprite to its next costume in the costume list — wrap around at the end.)
- What does wait (1) seconds do? (Pauses the rest of the script for 1 second before continuing.)
- What does repeat (10) do? (Runs the blocks inside the C-shape exactly 10 times.)
Worked Example — the cat host greets the kampung 12 min
One small project, built from memory in seven steps. We pose the cat as the host of our scene — it walks on and welcomes the guests. The goal isn't speed; it's proving you remember L1 cold.
Step 1 — Open a fresh project
Go to scratch.mit.edu, click Create. You see the default cat on the Stage and an empty Script Area. (L01-05, L01-06.)
Step 2 — Drop the hat block
From the yellow Events palette, drag when ⚑ clicked into the Script Area. (L01-04.)
Step 3 — Make the host welcome the guests
From the purple Looks palette, drag say [Hello!] for (2) seconds and snap it under the hat. Change the text to Selamat datang!. Change the seconds to 2.
Step 4 — Make the cat hop
From the blue Motion palette, drag move (10) steps and snap it under the say block. Change 10 to 50.
Step 5 — Walk forward by swapping costumes
From the purple Looks palette, drag next costume and snap it under the move block. The cat will swap legs and then we'll hop again — same trick as warmup puzzle 3.
Step 6 — Hop and swap once more
Duplicate the move block (right-click → duplicate, or drag a new one from Motion). Snap it on. Add another next costume. The cat is now mid-stride: hop, swap legs, hop, swap legs back.
Step 7 — Save it
Click the project-name box at the top of the editor. Type Kampung-Stage-Scene. Open File → Save to your computer. Check Downloads — Kampung-Stage-Scene.sb3 is there. (L01-06.) This is the one project we grow over the whole arc.
The full assembled stack
when flag clicked
say [Selamat datang!] for (2) seconds
move (50) steps
next costume
move (50) steps
next costume
What you just proved: you can name a sprite, pick a hat block, snap a body, click the flag, and save the file — all from memory. The cat host is now in place; the rest of the arc adds the cast around it.
Try It Yourself — three memory rebuilds 15 min
Goal: Rebuild the "two-stride walker" from the Worked Example without looking back at the example. Hat + say + move + next costume + move + next costume. Save it as L2-Recap-Easy.sb3.
when flag clicked
say [Hello!] for (1) seconds
move (40) steps
next costume
move (40) steps
next costume
Think: If you found yourself peeking, that's a sign to slow down and re-read L01-08 (saying), L01-09 (moving), and L01-22 (costumes).
Goal: Build a "five-step march" — the cat walks five strides in a row, alternating costumes each step, with a short wait between each so the eye can see the legs swap. Save as L2-Recap-Medium.sb3.
when flag clicked
move (30) steps
next costume
wait (0.3) seconds
move (30) steps
next costume
wait (0.3) seconds
move (30) steps
next costume
wait (0.3) seconds
move (30) steps
next costume
wait (0.3) seconds
move (30) steps
next costume
Think: Notice how repetitive this is. Sixteen blocks just to walk five steps. In L02-26 you'll learn to wrap this in a repeat (5) and shrink it to six blocks. For today, do it the long way — you'll appreciate the loop more.
Goal: Build a "say-and-hop conversation" — the cat says three different lines in a row, hopping forward between each line. Choose your own lines (something Malaysian). Save as L2-Recap-Stretch.sb3.
when flag clicked
say [Hai!] for (1) seconds
move (40) steps
say [Apa khabar?] for (1) seconds
move (40) steps
say [Jom main!] for (1) seconds
move (40) steps
Think: The cat moves after each say-for-seconds finishes because say [] for (2) seconds pauses the rest of the stack. If you had used the no-timer say [Hai!] instead, the cat would say all three lines instantly and only the last one would be visible. Try it and see.
Mini-Challenge — name the bug 5 min
"Aisyah's walk is wrong"
Aisyah wants the cat to take three big strides — walk, swap legs, walk, swap legs, walk — like the warmup puzzle but longer. She builds this stack and is upset because the cat seems to skip the leg-swap and just zooms forward in one big motion.
when flag clicked
move (100) steps
move (100) steps
move (100) steps
next costume
next costume
next costume
What's the bug — in plain English — and how would you fix it?
Reveal one valid solution
The blocks are right, but the order is wrong. Aisyah put all three moves together, then all three costume-swaps together. The eye never sees the leg swap in the middle of a step because the moves are already finished by the time the costume changes happen. Worse, three costume swaps in a row look like one swap (or none) because they happen instantly.
The fix is to interleave them — one move, one swap, one move, one swap — like puzzle 3 in the warmup:
when flag clicked
move (100) steps
next costume
move (100) steps
next costume
move (100) steps
next costume
Same blocks, same numbers. Different order, completely different look. This is one of the most important habits in Scratch: the order matters as much as the blocks themselves.
Recap 3 min
Welcome to Level 2. Today's lesson wasn't about a new block — it was about remembering the old ones well enough to keep going. You named the five things every script needs (sprite, hat, body, Stage, trigger), predicted what stacks would do before clicking, rebuilt the cat host's welcome walker from memory, and spotted an ordering bug in someone else's stack. That's the L1 floor solid. From here on, every lesson assumes you can do all of this without thinking.
- Hat block
- The rounded-top block at the start of every script — when ⚑ clicked, when key pressed, when sprite clicked. Without one, nothing runs.
- Body blocks
- Every block that snaps under the hat. The actual actions — motion, looks, sound, control, sensing.
- Stage
- The white rectangle at the top of the editor where sprites perform. Coordinates: x runs −240 → +240, y runs −180 → +180. Centre is (0, 0).
- Interleaving
- Mixing two kinds of blocks alternately (move, swap, move, swap) so the visual effect comes through. The bug in today's challenge was the opposite — all-of-A then all-of-B.
Homework 2 min
The Three-Project Rebuild. Re-build three small projects from Level 1, from memory, and save each as a clearly-named .sb3.
- Open a fresh Scratch project. Build the cat-hops-and-says-hello script from L01-08 (or from today's worked example). Save as
HW-L2-01-A.sb3. - Open another fresh project. Build the walking-cat with costume swaps from L01-22. Save as
HW-L2-01-B.sb3. - Open a third fresh project. Build the three-sprite race from L01-05 — pick three sprites from the library, give each a when ⚑ clicked + move (40) steps + wait (1) seconds + move (40) steps. Save as
HW-L2-01-C.sb3.
Bring back next class:
- All three
.sb3files on a USB stick, in a shared folder, or uploaded to your account. - Your answer to: "Which of the three rebuilds felt hardest, and why?" Your answer tells me which L1 lesson to re-skim with you.
Heads up for next class: SCR-L02-02 is the first new lesson — Working With Multiple Sprites. We'll have two sprites doing different things at the same time, which is the first real superpower of Level 2.