Katkuti

Commands and Logic Guide

What every block in Code Quest does, in the exact order the robot runs it. Made for kids and parents.

Order and nesting

The robot runs blocks from top to bottom, one at a time. Changing the order changes the result.

Container blocks (Repeat, If Path, If Memory) hold other blocks. Inner blocks run according to the repeat count or when the condition is true, and containers can sit inside containers.

Left and right

Left and right are from the robot's point of view, not the screen's. If the robot faces down the screen, its right is the screen's left. This applies to turns and to path conditions.

All commands

Each action block takes one step. Collect and the square actions work on the robot's current square; Cut and Break work on the tile directly ahead.

  • Forward

    Moves one tile in the direction the robot faces. Walls, gaps, obstacles, fences, hazards and locked doors stop the run with an error. A door opens only if the key was collected.

  • Turn Left

    Turns left relative to where the robot faces, not the screen.

  • Turn Right

    Turns right relative to where the robot faces, not the screen.

  • Collect

    Picks up an item, tool or key on the robot's own square. It must be standing on it.

  • Jump

    Needs a fence directly ahead and a safe, free landing tile two tiles ahead. Otherwise the run fails.

  • Cut

    Uses the saw on a cactus on the tile directly ahead. Collect the saw first.

  • Break

    Uses the hammer on a stone wall on the tile directly ahead. Collect the hammer first.

  • Plant

    Plants a seed on a planting spot on the robot's own square.

  • Water

    Waters a flower spot on the robot's own square.

  • Rescue

    Rescues an animal on the robot's own square.

  • Build

    Builds a machine on the robot's own square. Do this before Activate.

  • Activate

    Turns on a switch, or a machine that is already built, on the robot's own square.

  • Speak

    Makes the character speak on a matching square.

  • Dance

    Makes the character dance on a matching square.

  • Repeat
    x2

    Runs the blocks inside it again and again, 2 to 10 times.

  • If
    Path Ahead

    Runs its inner blocks only if there is a free path ahead, to the left, or to the right of the robot.

  • Set memory
    0

    Sets the memory number to a value. It resets the count, so use 0 before counting.

  • Add 1

    Adds 1 to memory.

  • If memory is
    ≥ 1

    If memory is at least the chosen number, its inner blocks run once at that moment. It does not wait, does not loop, and is not AI.

Order matters: Build a machine, then Activate it. Collect is needed for items, tools and keys.

Small examples

A 3-step repeat

Instead of three Forward blocks, one Repeat: three steps ahead.

Repeat
x3
Forward

If Path

The robot moves only if the tile ahead is free; otherwise the block is skipped with no error.

If
Path Ahead
Forward

Count to 5, then plant

This example assumes the robot faces along a safe route with the planting spot five steps away.

Set memory
0
Repeat
x5
Forward
Add 1
If memory is
≥ 5
Plant

Set memory resets it to 0. Each loop moves and adds 1. After the fifth loop memory is 5, so If memory is at least 5 runs once and plants. It checks only when its turn arrives; it never waits.

Purple portals

Purple symbols are portal pairs, not AI. Stepping on one sends the robot to its partner. Each pair works once per run: both ends turn gray after teleporting. The robot's direction does not change. Reset or a new run restores the portals.

Errors and winning

On an error (a crash, an impossible jump, a missing tool, a run that is too long) the robot stops and the coach shows why. Reset, edit your program and try again. The game never simplifies your program for you.

To win, the robot must finish on the flag, every task must be done, and the concepts the lesson requires (like Repeat or memory) must actually run.

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