Fixing asymmetric firing mechanics in shooting games
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ShootingGame_Dev
Posted on July 18, 2025 • Intermediate
🎯 Asymmetric Firing Issues in My Shooting Game
Hi everyone! I’m working on a shooting game and I’m experiencing some frustrating issues with the firing mechanics. Could really use some help figuring out what’s going wrong! 😅
The problems I’m facing:
- Left-side firing: When I turn left and fire, the bullets don’t move as smoothly as when firing right
- Extra bullet glitch: When turning right, there’s an extra bullet that appears at the player’s position
- Inconsistent behavior: The firing feels different depending on which direction I’m facing
I’ve been working on this for hours and can’t figure out why the left and right firing behave so differently. The right side works perfectly, but the left side is choppy and unpredictable.
Has anyone encountered similar issues with directional shooting mechanics? Any insights would be greatly appreciated! 🙏
PhysicsMaster_Code
Replied 3 hours later • ⭐ Best Answer
Hey @ShootingGame_Dev! I’ve seen this exact issue many times. It’s usually caused by inconsistent direction handling and timing issues. Let me help you fix this! 🔧
🎯 Shooting System Analysis
Here’s what’s likely happening in your shooting system:
🔧 Step 1: Standardize Direction Variables
First, let’s create a consistent direction system:
// In Player sprite - when flag clicked when flag clicked set [Player Direction v] to [1] // 1 = right, -1 = left set [Fire Rate v] to [10] // Frames between shots set [Last Fire Time v] to [0]
🎯 Step 2: Unified Firing System
Create one firing system that works for both directions:
// When space key pressed when key [space v] pressed if <((timer) - (Last Fire Time)) > ((Fire Rate) / [60])> then broadcast [Fire Bullet v] set [Last Fire Time v] to (timer) end // Custom block: Fire Bullet define Fire Bullet create clone of [Bullet v] play sound [shoot v]
🚀 Step 3: Bullet Clone Logic
In your Bullet sprite, use this standardized approach:
// In Bullet sprite when I start as a clone go to [Player v] set [Bullet Speed v] to [8] set [Bullet Direction v] to (Player Direction) show // Movement loop forever change x by ((Bullet Speed) * (Bullet Direction)) if <(x position) > [240]> then delete this clone end if <(x position) < [-240]> then delete this clone end end
🎮 Step 4: Player Direction Control
Update direction smoothly without affecting firing:
// Player movement and direction when key [left arrow v] pressed set [Player Direction v] to [-1] point in direction [90] // Face left change x by [-5] when key [right arrow v] pressed set [Player Direction v] to [1] point in direction [90] // Face right change x by [5]
🛠️ Step 5: Fix the Extra Bullet Issue
The extra bullet problem is usually caused by multiple fire triggers:
// Add this to prevent multiple bullets when I receive [Fire Bullet v] if <(clone?) = [0]> then // Only original sprite creates clones create clone of [myself v] end // Alternative: Use a firing flag when key [space v] pressed if <(Can Fire?) = [1]> then set [Can Fire? v] to [0] broadcast [Fire Bullet v] wait [0.1] seconds // Prevent rapid fire set [Can Fire? v] to [1] end
⚡ Step 6: Smooth Movement Fix
For perfectly smooth bullet movement:
// In Bullet sprite - improved movement when I start as a clone go to [Player v] set [dx v] to ((Bullet Speed) * (Player Direction)) set [dy v] to [0] // Add vertical component if needed show forever change x by (dx) change y by (dy) // Boundary check if <<(x position) > [240]> or <(x position) < [-240]>> then delete this clone end end
🎯 Step 7: Advanced Firing Features
Add these enhancements for professional feel:
// Muzzle flash effect define Fire Bullet create clone of [Bullet v] create clone of [Muzzle Flash v] play sound [shoot v] // Bullet trail effect when I start as a clone repeat [5] create clone of [Bullet Trail v] wait [0.02] seconds end
Common Issues and Solutions:
- Choppy left movement: Check if you’re using negative values correctly
- Extra bullets: Make sure only one sprite creates clones
- Timing issues: Use consistent frame rates and timer-based firing
- Direction confusion: Use a single direction variable throughout
The key is to treat left and right firing identically, just with opposite direction values. This ensures perfect symmetry! 🎯
ShootingGame_Dev
Replied 2 hours later
@PhysicsMaster_Code This is exactly what I needed! 🎉
The unified firing system fixed both issues - no more choppy left firing and the extra bullet glitch is gone! The direction variable approach makes so much sense.
My game feels so much more polished now. Thank you for the detailed explanation! 🚀
GameDev_Mentor
Replied 4 hours later
Great solution! 🎮 Here are some additional tips for smooth shooting mechanics:
- Consistent timing: Always use timer-based systems instead of frame counting
- Visual feedback: Add muzzle flashes and sound effects for better feel
- Bullet pooling: Reuse bullet clones instead of constantly creating/deleting
- Testing: Test on different devices to ensure consistent performance
The symmetry principle is key - if it works perfectly in one direction, it should work identically in the other! 🎯
Vibelf_Community
Pinned Message • Moderator
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