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In this add on, you'll code the sprite to ask if the buyer wants to purchase the gadget.

Then, react to the answer.

First, ask the person watching the ad if he or she would like to buy the gadget.

Select the android sprite.

From the sensing menu, drag out an ask block.

Write a question in the box.

This example asks, would you like to buy the SportsWatch9000?

Test this by clicking the block.

The sprite asks, would you like to buy the SportsWatch9000, and a box appears at the bottom of the screen.

Someone watching your project would answer the question in that box.

Type some text in the box and click enter.

A variable named answer stores anything you typed in the box.

In the sensing menu, click the check mark next to answer to see it in the top left corner of the stage.

It should say what you typed into the box.

The sprite will act happy if the answer typed is yes.

Making your program check what answer the user typed is similar to how you checked if a key was pressed or if the ball sprite was touching the player sprite in the net sports project in activity three.

From the control menu, place an if block under the ask block.

To check if the answer is the same as yes, from the operator's menu, place an equals block in the conditions section of the if block.

From the sensing menu, place answer on one side of the if block and type yes on the other side.

Inside the if, place the code for what will happen if the answer is yes.

In this example, the sprite switches to the happy costume and says, great choice.

You're going to love the SportsWatch9000.

Click on the code.

Answer yes.

The sprite should say or do whatever cool thing you programmed.

Click the code and type no this time.

Nothing happens.

To make something else happen, if the user answers something other than yes, use the if else block instead of the if block.

Set the if block aside.

From the control menu, place the if else block after the ask block.

Drag the equals condition from if the block to the condition section of the if else block.

Then, drag your reaction code from the if block to the if section of the new if else block.

The else section of the if else block tells a program what to do if the condition isn't true, so if the answer isn't yes.

Place the code for the sad sprite here.

In this example, the sprite switches to the sad costume and says, oh well.

Maybe next time.

Click the code and type no.

The code inside else should run.


Finally, tell your program when to make this happen.

Using broadcast and receive blocks help make it easier to read and reuse your code.

Anytime the sprite should ask for a purchase decision, these blocks will make the code you just wrote run.

From the events menu, drag a broadcast and wait block to at least one place om the block stack from the starter code.

From the drop down, select new message and type purchase decision.

Broadcast and wait tells a program to wait until the code that receives the message is done running before the program runs more code.

Broadcast would let the rest of the code run while the sprite is asking if the audience wants to buy.

From the events menu, place a when I receive block on top of the code that makes the sprite ask the audience if they want to buy.

From the drop down, select purchase decision.

Test the code by clicking the flag.

The sprite will ask its question when the program sends the purchase decision message.

All right, here's the game plan.

Code the sprite to ask the buyer a question.

Then use an if else statement to respond to the answer.

Choose an Add-On

Changing Scene

Move the android through different scenes to see how the gadget reacts.


Add weather effects to show how rugged the gadget is.

Purchase Decision

Ask the buyer to purchase the object.

Fitness Coach

Code the sprite to have a pulse and talk about its heart rate.


  1. Choose an Add-On, and click "watch" to learn how to build it.
  2. Once you finish one Add-On, try another one below the video!