Control
blocks control the order that blocks run in, including decisions (selection) and loops (repetition).
The wait
block delays for a number of seconds before running the next block.
Checking a condition with if inside a forever loop
In Scratch it’s often useful to run code blocks every time a condition becomes true.
You can do this by placing an if
block inside a forever
block. You will need to trigger the script, for example with a when flag clicked
or when I receieve
block.
You can check for important conditions in a game:
Tip: You can stop a forever
block by clicking the Stop button above the Stage, or by using the stop
blocks.
There are three options for the stop
block:
The if...then
and if...then...else
blocks are used to make decisions about which code blocks to run next. This is sometimes called selection. The if...then
block checks a hexagonal-shaped condition and runs the code blocks inside, if the condition is true. The if...then..else
block has an additional section to run the code blocks inside, if the condition is false.
Using if…then and if…then…else blocks
The blocks inside an if...then
block will only run if the condition in the hexagonal input is true.
There are lots of hexagonal shaped condition blocks in Scratch, including blocks in the Sensing
and Operators
blocks menus.
If you want to run different blocks when the condition is false then use an if...then...else
block instead:
You can build more complex checks by ‘nesting’ if...then
and if...then...else
blocks one inside the other.
You can find hexagonal-shaped blocks to use as conditions in the Operators
and Sensing
blocks menus.
The wait until
and repeat until
blocks also use conditions:
A clone is a copy of a sprite, it has the costumes, scripts and sounds held by the sprite it was cloned from at the time of cloning. There are a number of blocks that can be used to clone sprites.
With the create clone of [myself v]
block, a sprite can create a clone of itself or of another sprite in the project.
The when I start as a clone
hat block is used to trigger a new script once the clone has been created. The clone will exist in the project until the delete this clone
cap block is used.
Using the when I start as a clone
hat block then including the create clone of [myself v]
block in the script underneath means it is also possible for clones to create other clones.
There is a maximum number of clones a sprite can have at any point, at the time of writing this is 300
.
If you want to run different blocks when the condition is false then use an if...then...else
block instead:
Clones of clones
Clones: See inside