Day 16: Welcome Back — New Game
Monday, April 13th, 2026
Warmup: Spring Break Review
Welcome back! It’s been a while since you opened Scratch. Let’s see what you remember.
Setup a Project
Setup a blank Scratch project with a character sprite of your choice.
Paint one or pick one from the library.
Add Movement
Add arrow key movement to your sprite.
The arrow keys should move the sprite around the stage.
If you prefer, WASD are OK too.
Second Sprite
Pick a second sprite — a star, a ball, a piece of fruit, or anything you like.
Sound
Pick any sound you like. When the two sprites touch, the sound should play.
Done early? Try answering these questions:
| Question | Hint |
|---|---|
| What block makes code run over and over? | It’s in the Control category and it’s gold |
| What block makes code run only when something is true? | Also gold, shaped like a mouth |
What category holds change x by and change y by? | It’s blue |
| What is a variable? | Think of score |
What does when green flag clicked do? | It’s the starting point |
Work Session: A New Game
We’re starting fresh. No old projects. Open Scratch and create a new project.
The game: objects fall from the sky. You move a character at the bottom of the screen to catch them. Every catch earns a point.
Part 1: The Player
Choose or Draw a Player Sprite
Delete the default cat sprite. Add or draw a player sprite — a bowl, a character, a basket — whatever you want. Keep it simple and about 50–60 pixels wide.
Add Arrow Key Movement
Make the player move left and right with the arrow keys. Add this code to the player sprite:
when green flag clicked
go to x: (0) y: (-140)
forever
if <key [left arrow v] pressed?> then
change x by (-7)
end
if <key [right arrow v] pressed?> then
change x by (7)
end
endClick the green flag and test it. Your player should slide left and right smoothly.
forever loop with if blocks inside. The loop checks the keyboard every frame so the player can move at any time.Part 2: The Falling Object
Create a Falling Sprite
Add or draw a second sprite — a star, apple, coin, or anything your player would want to catch. Keep it small (about 30x30 pixels).
Make It Fall
Add this code to the falling sprite:
when green flag clicked
go to x: (pick random (-200) to (200)) y: (180)
forever
change y by (-3)
if <(y position) < (-170)> then
go to x: (pick random (-200) to (200)) y: (180)
end
endClick the green flag. The object should appear at a random spot near the top, fall down, and reset to a new random position when it reaches the bottom.
Understand What’s Happening
Walk through this code in your head:
- The object starts at a random x position, y = 180 (top of the stage).
- The
foreverloop moves it down 3 pixels every frame. - When it passes y = -170 (bottom of the stage), the
ifblock resets it to a new random spot at the top.
This is the same loop-with-conditionals pattern from Week 2 — just applied to a falling object instead of a moving player.
Part 3: Scoring
Create a Score Variable
Go to the Variables category and click Make a Variable. Name it score. Make sure “For all sprites” is selected.
On the player sprite, add set [score v] to (0) right after the green flag:
when green flag clicked
set [score v] to (0)
go to x: (0) y: (-140)
forever
if <key [left arrow v] pressed?> then
change x by (-7)
end
if <key [right arrow v] pressed?> then
change x by (7)
end
endDetect When the Player Catches the Object
On the falling object sprite, add a check inside the forever loop for touching the player. Put it before the bottom-of-screen check:
when green flag clicked
go to x: (pick random (-200) to (200)) y: (180)
forever
change y by (-3)
if <touching [Player v]?> then
change [score v] by (1)
go to x: (pick random (-200) to (200)) y: (180)
end
if <(y position) < (-170)> then
go to x: (pick random (-200) to (200)) y: (180)
end
endNow when the falling object touches the player, the score goes up by 1 and the object resets to the top.
Test It
Click the green flag. Catch the falling object a few times. Watch the score increase.
Extension: Make It Your Own
If you finish early, try any of these:
- Speed it up — change
-3to-5for a faster fall - Add a backdrop — paint or choose a background for your game
- Edge limits — stop the player from sliding off the edges of the stage
- Missed penalty — subtract 1 from the score when the object reaches the bottom without being caught
Closing
Today you used every major skill from the first three weeks — events, motion, forever loops, if blocks, and variables — and built a playable game in one class period.
Right now, only one object falls at a time. Later this week you’ll learn a tool called clones that lets you create dozens of falling objects from a single sprite. That’s when this game gets interesting.
Standards
- MS-CS-FCP.3.2 — Develop a working vocabulary of computational thinking including sequences, algorithms, and iteration (loops).
- MS-CS-FCP.4.5 — Implement a simple algorithm in a computer program.
- MS-CS-FCP.4.6 — Implement events and event handlers in a computer program.
- MS-CS-FCP.4.8 — Create a computer program that implements a loop.