STEP 11: 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 and before sprite.event_click(click).
  • Click Run. Wait for the sprite to stop moving, then click on it. Your fish should start swimming!

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("Hello, Codester") sprite.event_click(click)
  • Run Code
  • Submit Work
  • Next Activity
  • Show Console
  • Reset Code Editor
  • Codesters How To (opens in a new tab)