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Franky stores data in variables


Do you remember the last time you held a school bag? People all over the world know why it was invented. We use it to carry things like books or notebooks from one place to another. If you're wondering what the variable meaning is, you can imagine it as a school bag. It's like a container or a place where you can store your data.

Let's use our buddy Franky to show you how to deal with variables in Scratch.
Go to Costumes and copy the franky-mouse costume. We can call the new one franky-mouse-mouth.

Now we need to add new variable in Scratch. Let’s go to Code section and click Variables button. In variables area we need to click Make a Variable button to add new one. We can name it clicksCounter. We will use it to track the number of clicks on Franky.


Our new variable clicksCounter has been added to the variables section. Now we can take advantange of it. Let’s drag and drop first code actions that will initialize our stage when we start the application. Our goal is to reset clicksVariable to 0 each time when we start the program.

















Now it's time for the main part of the program. We would like to increment the clicksCounter value by 1 each time Franky is clicked. Additionally, we want to switch costumes to show that Franky is talking to us. Note that we display the current value of our variable before we return to the default costume.

Here we have the final result.



Thanks for reading!

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