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How to make objects follow predefined paths in Scratch

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PM

PathMaster_Dev

Posted on January 25, 2024 • Intermediate

🛤️ Need help with automated object movement

Hey everyone! I’m working on a factory simulation game where I need food items to automatically follow conveyor belt paths. I want to create a system where:

  • Objects automatically move along predefined paths
  • Different conveyor belt shapes (straight, curved, intersections)
  • Objects follow the path direction smoothly
  • Multiple objects can be on the same path without colliding

I’ve tried basic movement but the objects don’t follow the conveyor belt shapes properly. How do I create a smart path-following system that works with complex layouts? Any help would be amazing! 🙏

AS

AutomationSpecialist_Ryan

Replied 4 hours later • ⭐ Best Answer

Excellent question @PathMaster_Dev! Path-following systems are crucial for automation games. Here’s a comprehensive guide to building flexible path systems:

🛤️ Path Following System Architecture

Here’s how the path-following system works:

flowchart TD A[🚀 Object Spawned] --> B[Find Current Path Segment] B --> C[Get Path Direction] C --> D[Move Along Path] D --> E{Reached Waypoint?} E -->|No| F[Continue Moving] E -->|Yes| G[Find Next Waypoint] F --> H[Check Path Boundaries] G --> I{More Waypoints?} H --> J{Still On Path?} J -->|Yes| D J -->|No| K[Snap to Path] I -->|Yes| L[Update Target] I -->|No| M[Path Complete] K --> D L --> D M --> N[🏁 Destination Reached] style A fill:#e1f5fe style C fill:#f3e5f5 style D fill:#e8f5e8 style N fill:#fce4ec

📋 Method 1: Waypoint-Based System

The most flexible approach uses waypoints to define paths:

Step 1: Create Path Data

    when flag clicked
// Create path waypoints (x, y coordinates)
delete all of [Path X v]
delete all of [Path Y v]

// Example: L-shaped conveyor belt
add [0] to [Path X v]     // Start point
add [0] to [Path Y v]
add [100] to [Path X v]   // Turn point
add [0] to [Path Y v]
add [100] to [Path X v]   // End point
add [100] to [Path Y v]

// Object tracking variables
set [current waypoint v] to [1]
set [path progress v] to [0]
  

Step 2: Object Movement Logic

    when flag clicked
forever
// Get current target waypoint
set [target x v] to (item (current waypoint) of [Path X v])
set [target y v] to (item (current waypoint) of [Path Y v])

// Calculate direction to target
set [dx v] to ((target x) - (x position))
set [dy v] to ((target y) - (y position))
set [distance v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))))

// Move towards target
if <(distance) > [5]> then
set [speed v] to [3]
change x by (((dx) / (distance)) * (speed))
change y by (((dy) / (distance)) * (speed))
else
// Reached waypoint, move to next
if <(current waypoint) < (length of [Path X v])> then
change [current waypoint v] by [1]
else
// Path complete - reset or remove object
set [current waypoint v] to [1]
go to x: (item [1] of [Path X v]) y: (item [1] of [Path Y v])
end
end
end
  

🔄 Method 2: Direction-Based System

For conveyor belts, use direction zones:

    // Custom block: get path direction at position
define get path direction at x: (check x) y: (check y)
// Check what type of path segment we're on
if <<(check x) > [-50]> and <(check x) < [50]>> then
if <(check y) = [0]> then
set [path direction v] to [90]  // Moving right
end
else
if <<(check x) > [50]> and <(check x) < [150]>> then
if <(check y) < [50]> then
set [path direction v] to [0]   // Moving up
end
end
end

// Use in movement
when flag clicked
forever
get path direction at x: (x position) y: (y position)
point in direction (path direction)
move [2] steps
end
  

🎨 Method 3: Visual Path Detection

Use costume colors to detect path direction:

    // Path detection using color sensing
when flag clicked
forever
// Check path color ahead
move [5] steps
if <touching color [#ff0000]?> then
// Red = turn right
turn cw [90] degrees
else
if <touching color [#0000ff]?> then
// Blue = turn left
turn ccw [90] degrees
else
if <not <touching color [#00ff00]?>> then
// Not on green path - back up and try different direction
move [-5] steps
turn cw [45] degrees
end
end
end
end
  

⚙️ Advanced Features

Speed Control System:

    // Variable speed based on path type
define set speed for path type (path type)
if <(path type) = [straight]> then
set [object speed v] to [4]
else
if <(path type) = [curve]> then
set [object speed v] to [2]  // Slower on curves
else
if <(path type) = [intersection]> then
set [object speed v] to [1]  // Very slow at intersections
end
end
end
  

Multi-Object Management:

    // Prevent object collisions
when flag clicked
forever
// Check for objects ahead
move [10] steps
if <touching [Food Item v]?> then
// Another object ahead - slow down
move [-10] steps
set [object speed v] to [1]
else
// Clear path - normal speed
move [-10] steps
set [object speed v] to [3]
end

// Apply movement
move (object speed) steps
end
  

Conveyor Belt Animation:

    // Animated conveyor belt sprite
when flag clicked
forever
next costume
wait [0.1] seconds
end

// Sync object movement with belt speed
when flag clicked
forever
// Move at same rate as belt animation
move [2] steps
wait [0.1] seconds
end
  

🎯 Path Types Implementation

Straight Conveyor:

    // Simple straight movement
when flag clicked
point in direction [90]  // Right
forever
move [3] steps
if <(x position) > [200]> then
go to x: [-200] y: (y position)  // Loop back
end
end
  

Curved Conveyor:

    // Smooth curve using trigonometry
when flag clicked
set [angle v] to [0]
forever
change [angle v] by [5]
go to x: ([cos v] of (angle) * [100]) y: ([sin v] of (angle) * [100])
point in direction ((angle) + [90])  // Face movement direction
end
  

Intersection Handling:

    // Smart intersection navigation
define handle intersection
if <(object type) = [food]> then
// Food goes to processing area
set [target path v] to [processing]
else
if <(object type) = [waste]> then
// Waste goes to disposal
set [target path v] to [disposal]
end
end
  

🚨 Common Issues & Solutions

  • Objects getting stuck: Add boundary checking and reset mechanisms
  • Jerky movement: Use smaller movement steps and smooth interpolation
  • Path alignment: Implement snap-to-path correction
  • Performance: Limit the number of active objects and use efficient collision detection

This creates a robust path-following system perfect for factory games, tower defense, or any automation project! 🏭

PM

PathMaster_Dev

Replied 3 hours later

@AutomationSpecialist_Ryan This is absolutely fantastic! Thank you so much! 🎉

I implemented the waypoint system and it’s working perfectly. The objects now follow my conveyor belt layout smoothly. One question - how do I handle objects that need to split off to different paths at intersections?

LD

LogisticsDesigner_Emma

Replied 2 hours later

@PathMaster_Dev Great question! For path splitting, you can use decision points:

    // Intersection decision system
define handle path split at intersection (intersection id)
if <(intersection id) = [1]> then
// Decision based on object properties
if <(object color) = [red]> then
set [next path v] to [path A]
else
set [next path v] to [path B]
end
else
if <(intersection id) = [2]> then
// Random distribution
if <(pick random [1] to [2]) = [1]> then
set [next path v] to [path C]
else
set [next path v] to [path D]
end
end
end

// Load new path waypoints
load path waypoints for (next path)
  

You can also use object tags or priorities to determine routing! ✨

VB

Vibelf_Community

Pinned Message • Moderator

🚀 Want to Build Even More Complex Automation Systems?

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  • 🏭 Complex factory simulation systems
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  • 🤖 AI-powered pathfinding algorithms

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