- This article is about the block. For more information on the value this block reports, see Y Position (value).
As this block reports its sprite's Y position, it can be used when a script needs to know its parent sprite's Y position. There are many cases of this. For example, one could use the block to detect how far up the user is on the screen.
|Note:||These scripts only work in sprites, as the stage does not hold any Y value.|
forever wait until <(y position) > > change [Hits v] by (1) end
Another use is setting values based on a movable slider. The script sets the value to the slider's Y position.
set [sliderValue v] to (y position)
Other common uses are:
- Comparing the Y position with a record to check for movement
when green flag clicked set [y_pos prev v] to (y position) forever if <not <(y_pos prev) = (y position)>> then say [My Y position moved!] for (2) secs // if the y position moved, say something set [y_pos prev v] to (y position) end end
- Constantly storing a sprite's Y movement so it can be re-enacted later
when green flag clicked delete all of [x positions v] delete all of [y positions v] say [Move your mouse and I will reenact the movement!] for (2) secs say [Go!] for (1) secs repeat (50) // records 50 coordinates every 0.1 seconds add (mouse x) to [x positions v] add (mouse y) to [y positions v] wait (0.1) secs end set [counter v] to  say [I will reenact it for you now!] for (2) secs repeat (50) go to x:(item (counter) of [x positions v]) y:(item (counter) of [y positions v]) wait (0.1) secs change [counter v] by (1) end
- Changing a sprite's speed based on its coordinates
- Main article: List of Block Workarounds
The block can be simply replicated with the following block:
([y position v] of (sprite v))