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Creating smooth scrolling backgrounds in Scratch

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💡 Struggling with camera systems and background scrolling? Need visual effects help? 🚀 Get Expert Help

GJ

GameDesigner_Jordan

Posted on January 23, 2024 • Intermediate

🌄 URGENT: Need help with scrolling backgrounds!

Hey everyone! I’m working on a platformer game and I’m completely stuck on creating a scrolling background system. I’ve tried several approaches but nothing seems to work smoothly. I need help with:

  • Making the background scroll with the camera
  • Creating parallax effects (different layers moving at different speeds)
  • Keeping the background seamless and smooth
  • Optimizing performance for large backgrounds

I’m getting really frustrated and could really use some detailed guidance! 😰😰😰

VE

VisualEffects_Master

Replied 2 hours later • ⭐ Best Answer

Don’t worry @GameDesigner_Jordan! Scrolling backgrounds can be tricky, but I’ll walk you through several effective techniques. Here’s a comprehensive guide:

🎬 Scrolling Background System Overview

Here’s how different scrolling techniques work:

flowchart TD A[🎮 Player Movement] --> B{Camera System Type?} B -->|Simple Follow| C[Basic Camera Follow] B -->|Smooth Follow| D[Lerp Camera System] B -->|Zone-Based| E[Camera Zones] C --> F[Update Camera Position] D --> G[Smooth Camera Transition] E --> H[Zone-Based Movement] F --> I[🌄 Background Layer 1] G --> I H --> I I --> J[Move at 100% Speed] I --> K[🏔️ Background Layer 2] K --> L[Move at 50% Speed] K --> M[🌤️ Background Layer 3] M --> N[Move at 25% Speed] M --> O[☁️ Sky Layer] O --> P[Move at 10% Speed] P --> Q[🎯 Parallax Effect Complete] style A fill:#e1f5fe style I fill:#e8f5e8 style K fill:#fff3e0 style M fill:#f3e5f5 style O fill:#e3f2fd style Q fill:#fce4ec

🔧 Method 1: Simple Camera Follow

First, let’s create a basic camera system that follows the player:

    // Camera sprite code
when flag clicked
forever
set [Camera X v] to ([x position v] of [Player v])
set [Camera Y v] to ([y position v] of [Player v])
end

// Background sprite code
when flag clicked
forever
go to x: ((Camera X) * [-1]) y: ((Camera Y) * [-1])
end
  

🌊 Method 2: Smooth Camera with Lerp

For smoother camera movement, use linear interpolation:

    // Smooth camera system
when flag clicked
set [Camera Smoothness v] to [0.1]
forever
set [Target X v] to ([x position v] of [Player v])
set [Target Y v] to ([y position v] of [Player v])

change [Camera X v] by (((Target X) - (Camera X)) * (Camera Smoothness))
change [Camera Y v] by (((Target Y) - (Camera Y)) * (Camera Smoothness))
end
  

🏔️ Method 3: Multi-Layer Parallax System

Create depth with multiple background layers moving at different speeds:

    // Far background (mountains) - slowest
when flag clicked
forever
go to x: ((Camera X) * [-0.2]) y: ((Camera Y) * [-0.1])
end

// Mid background (trees) - medium speed
when flag clicked
forever
go to x: ((Camera X) * [-0.5]) y: ((Camera Y) * [-0.3])
end

// Near background (grass) - fastest
when flag clicked
forever
go to x: ((Camera X) * [-0.8]) y: ((Camera Y) * [-0.6])
end
  

🔄 Method 4: Infinite Scrolling Background

For seamless infinite backgrounds, use this tiling technique:

    // Background tile system
when flag clicked
set [Tile Width v] to [480]
set [Tile Height v] to [360]
forever
set [Offset X v] to ((Camera X) mod (Tile Width))
set [Offset Y v] to ((Camera Y) mod (Tile Height))

go to x: (Offset X) y: (Offset Y)

// Create additional tiles for seamless effect
create clone of [myself v]
create clone of [myself v]
end

when I start as a clone
if <(clone number) = [1]> then
change x by (Tile Width)
else
if <(clone number) = [2]> then
change y by (Tile Height)
end
end
  

⚡ Method 5: Optimized Performance System

For better performance with large backgrounds:

    // Optimized background system
when flag clicked
set [Update Rate v] to [3] // Update every 3 frames
set [Frame Counter v] to [0]
forever
change [Frame Counter v] by [1]
if <((Frame Counter) mod (Update Rate)) = [0]> then
// Only update background position every few frames
set [BG X v] to ((Camera X) * [-0.5])
set [BG Y v] to ((Camera Y) * [-0.3])
go to x: (BG X) y: (BG Y)
end
end
  

🎯 Pro Tips for Smooth Scrolling

  • Layer organization: Use different sprites for each background layer
  • Speed ratios: Far objects move slower (0.1-0.3x), near objects faster (0.7-0.9x)
  • Seamless tiles: Make sure your background images tile perfectly
  • Performance: Don’t update every frame if not necessary
  • Boundaries: Set limits to prevent camera from going too far

Try the simple method first, then add complexity as needed! 🚀

CS

CameraSystem_Pro

Replied 1 hour later

Great explanation @VisualEffects_Master! Here’s a quick tip for beginners - the simplest approach is:

    // Super simple version
when flag clicked
forever
go to x: (([x position v] of [Player v]) / [10]) y: (([y position v] of [Player v]) / [10])
end
  

This makes the background move at 1/10th the speed of the player. Adjust the division number to change the parallax effect! 👍

GJ

GameDesigner_Jordan

Replied 2 hours later

@VisualEffects_Master @CameraSystem_Pro Thank you both so much! 🎉

I started with the simple division method and it worked perfectly! Then I added the multi-layer parallax and now my game looks amazing. You guys are lifesavers!

VB

Vibelf_Community

Pinned Message • Moderator

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  • 🌊 Dynamic weather systems
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