From Test-Scratch-Wiki

Set Rotation Style ()
2.0 Set Rotation Style ().png
Category Motion
Type Stack
Introduced in 2.0

The Set Rotation Style () block is a Motion block and a Stack block. The block changes the Rotation Style of the sprite in-project. Regardless of the style, the variable direction will still change.


Main article: Rotation Style

There are three options for this block: all around, left-right, and do not rotate. All around means the sprite can face any of the 360 degrees. It is the default. Left-right means the sprite can only face left or right, and any other directions are rounded. The sprite will also be horizontally flipped when facing left in the left-right style. Do not rotate means that the sprite always faces as in 90°.

Example Uses

This block can be used if a sprite must move in different manners throughout the project. Here are a few possible uses:

  • Animations
set rotation style [all around v]
point in direction (-90 v)
say [Look! I'm upside-down!] for (2) secs
say [This is cool! I feel like a bat!] for (2) secs
set rotation style [left-right v]
say [And now I'm on the ground again.] for (2) secs
  • Allowing a person to look left or right
when gf clicked
  if <mouse down?> then
    set rotation style [all around v]
    point towards [mouse pointer v]
    if <key [left arrow v] pressed?> then
      set rotation style [left-right v]
      point in direction (-90 v)
    if <key [right arrow v] pressed?> then
      set rotation style [left-right v]
      point in direction (90 v)
  • Forcing a sprite not to turn while paused
when I receive [game paused v]
set rotation style [do not rotate v]

In Scratch 1.x

Despite not available, this can be added via Shift-Click-R. Scratch-Objects => ScratchSpriteMorph => instance => motion ops

 setRotationStyleTo: t1
     rotationStyle _ t1
     ^ self

Then, Scratch-Objects => ScratchSpriteMorph => class => block specs => blockSpecs

 #- ('set rotation style %n' #- #setRotationStyleTo: 2)

The block will appear as follows:

set rotation style (2)

See Also

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