STEP 10: For our final step, let's make the fish swim once you click on it!

  • In , drag in Set x Speed INSIDE your click event.
  • Make sure your new command is indented!
  • Click Run. Wait for the sprite to stop moving, then click on it.

To navigate the page using the TAB key, first press ESC to exit the code editor.

stage.set_background("underwater") sprite = codesters.Sprite("fish") sprite.move_down(150) stage.wait(2) sprite.turn_right(360) def click(sprite): sprite.say("Don't litter!") sprite.event_click(click)
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