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.