Emoji Pop
Emoji Pop — catch the emojis
Use the manual below to learn the ideas and build the lab in Scratch — download the sprite starter under the chapter title first. (~27 min)
Build Emoji Pop — a one-screen catch game where falling emojis raise your score and the green flag always starts a fair new round.
What you will learn in this chapter
Green flag & events
Eventswhen green flag clicked is your play button; every test should reset score and sprite positions.
Motion & placement
Motiongo to x: y: and glide place the catcher and emojis where players expect them on the stage.
Looks feedback
Lookssay, think, and costume changes show score updates and celebrate a catch.
Forever loop
ControlA forever loop keeps emojis falling until you stop the round or hit game over.
Score variable
VariablesA score variable counts catches; show it on the stage so players see progress.
How this chapter works
- Step 1 — Read and build from this manual (learn the ideas, then follow Part B in Scratch).
- Step 2 — Pass the concept check on the course page.
- Step 3 — Submit on the course page when your project matches the checklist.
- Step 4 — Optional bonus: extend your project for two players (unlocks after you submit).
Work in order: learn the ideas first, pass the concept check on the course page, then build the lab below. Save your Scratch project at each save point.
Learn the ideas
By the end of this chapter you will build: A one-screen arcade game where you move a basket to catch falling emojis and score points.
Build Emoji Pop — a one-screen catch game where falling emojis raise your score and the green flag always starts a fair new round.
What you will learn in this chapter
- Green flag & events (Events) — when green flag clicked is your play button; every test should reset score and sprite positions.
- Motion & placement (Motion) — go to x: y: and glide place the catcher and emojis where players expect them on the stage.
- Looks feedback (Looks) — say, think, and costume changes show score updates and celebrate a catch.
- Forever loop (Control) — A forever loop keeps emojis falling until you stop the round or hit game over.
- Score variable (Variables) — A score variable counts catches; show it on the stage so players see progress.
After this chapter you can
- Start Emoji Pop cleanly with the green flag every time
- Move a catcher sprite and detect when it touches a falling emoji
- Increase and display score when a catch happens
- Reset score and positions so replay feels fair
Study the ideas below, then pass the concept check on the course page before you build the lab in Scratch.
Welcome to Scratch Studio! Your first real game is Emoji Pop — emojis rain from the sky and you catch them before they hit the ground. By the end of this lab you will know how to start a project, move a sprite, and keep score like a tiny arcade designer.
Sketch first
Green flag = game on
when green flag clicked hat block from Events resets your stage so each play-through begins fresh.Starter stack — reset position and score
Key vocabulary
| Sprite | A character or object on the Stage that runs scripts. |
|---|---|
| Stage | The background area where your game is played. |
| Script | A stack of blocks that tells a sprite what to do. |
| Variable | A named container that stores a number or text, like score. |
Build the chapter lab
Follow each part in Scratch while you read — use save points in Part B below. When your project matches the checklist, pass the concept check and submit on the course page.
Your lab for this chapter: A one-screen arcade game where you move a basket to catch falling emojis and score points.
Part A - Build the basket and falling emoji
Your first goal is a working catch scene: a basket you can move and one emoji that falls from the top of the screen.
Build steps
- Download the sprite starter with the green button under the chapter title on the MyHighschool page, then open it in Scratch.
- Rename the project
Emoji Popif needed — Basket, Emoji, Emoji2, and Emoji3 are already on the stage. - On the Basket sprite, drag
when green flag clickedfrom Events into the Scripts area. - From Motion, snap
go to x: (0) y: (-150)under the green-flag hat so the basket always starts at the bottom center. - Still on Basket, add
when left arrow key pressedfrom Events, thenchange x by (-10)from Motion. Repeat for the right arrow withchange x by (10). - On the Emoji sprite, add
when green flag clicked, thengo to x: (pick random -200 to 200) y: (180)from Motion. - Under that, add
foreverfrom Control and inside it putchange y by (-5)from Motion so the emoji falls steadily. - Click the green flag and test: the emoji should fall while you move the basket with arrow keys.
Basket movement — one arrow key script
Save point
Milestone: emoji falls and basket moves. Green-flag test, then save your project.
Part B - Catch, score, and replay
Turn the falling emoji into a real game: catching adds points, missing resets the emoji, and your score shows on screen.
Touching = collision
touching Basket? from Sensing. Pair it with Control if blocks inside your forever loop to detect a catch.Inside the emoji forever loop — fall, then check catch
Build steps
- From Variables, click Make a Variable, name it
score, and check For all sprites. - On green flag (Basket script), add
set score to 0from Variables so each game starts at zero. - Drag
show variable scoreonto the Stage if it is hidden — you want the score visible while playing. - On the Emoji sprite, inside the
foreverloop (afterchange y by (-5)), addif touching Basket ?from Control + Sensing. - Inside that
if, addchange score by 1from Variables. - Still inside the
if, addgo to x: (pick random -200 to 200) y: (180)so a new emoji spawns at the top after each catch. - After the whole
ifblock (still insideforever), add a secondif y position < (-180)using Operators and Motion — if the emoji hits the bottom without a catch, teleport it back to the top (no point). - Play three full rounds: confirm score goes up only when you catch, and the emoji respawns every time.
Optional polish — zero score on reset and a quick catch message
Save point
Emoji Pop is playable with score. Full green-flag test, then save before submitting.
Check yourself before the quiz
- Why do we put
when green flag clickedat the top of our scripts? - What does the
foreverblock do inside the emoji script? - How does Scratch know the emoji was caught?
- Why is a
scorevariable better than counting catches in your head?
Submit when the checklist matches your project.
Submission unlocks after you pass the concept check
Read and build from the manual in Step 1, pass the quiz in Step 2, then submit here.
Back to concept checkAlready submitted your project? Extend it so two people can play on one keyboard — this step is optional and does not change your homework grade.
Bonus unlocks after you submit in Step 3
Finish the manual in Step 1, pass the concept check, then submit your base project. Come back here for the two-player stretch.
Go to submit