STEP 3: We'll build from the bottom up, beginning with the legs. Using a loop will be perfect for our assembly line!

  • In the LOGIC tab, go to and drag Loop with Range to the bottom of your program.
  • In the GRAPHICS tab, go to and drag Sprite at Position indented inside the loop.
  • Change the image label argument from "codester" to "legs2".
  • Then, change the x argument of the sprite from the integer 0 to the variable legs_x.

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

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