Advanced sprite collision detection and touching systems
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CollisionDetectionPro
Posted on July 17, 2025 • Advanced
🎯 Need instant collision detection - current system too slow!
I’m working on a complex game with multiple collision types and I’m running into performance issues. The standard approach of using multiple “forever if touching” loops is becoming very messy and disorganized.
Current problems:
- Multiple collision detection scripts scattered everywhere
- Projectiles dealing way more damage than intended (collision firing multiple times)
- Need instant response, not frame-by-frame checking
- System becomes unmanageable with many sprites
I need a clean, efficient way to detect what a sprite is touching instantly, similar to how position blocks work. Any advanced techniques for organizing collision detection? 🤔
CollisionSystemExpert
Replied 4 hours later • ⭐ Best Answer
@CollisionDetectionPro Excellent question! You’re dealing with classic collision system challenges. Here are several advanced approaches to solve this:
🎯 Collision Detection System Architecture
🚀 Method 1: List-Based Collision System
This approach uses lists to manage all collision objects efficiently:
// Initialize collision system when flag clicked delete all of [Collision Objects v] delete all of [Collision Cooldowns v] delete all of [Collision Actions v] // Add objects to collision system add [Enemy] to [Collision Objects v] add [Projectile] to [Collision Objects v] add [PowerUp] to [Collision Objects v] add [Wall] to [Collision Objects v] // Define actions for each collision type add [take_damage] to [Collision Actions v] add [destroy_projectile] to [Collision Actions v] add [collect_powerup] to [Collision Actions v] add [stop_movement] to [Collision Actions v]
🎯 Advanced Collision Detection Loop
Single, organized loop that handles all collision types:
// Main collision detection system define Check All Collisions set [collision_index v] to [0] repeat (length of [Collision Objects v]) change [collision_index v] by [1] set [current_object v] to (item (collision_index) of [Collision Objects v]) set [current_action v] to (item (collision_index) of [Collision Actions v]) // Check if touching and not on cooldown if <<touching (current_object) ?> and <not <[Collision Cooldowns v] contains (current_object) ?>>> then // Execute collision action Execute Collision Action (current_action) (current_object) ::custom // Add to cooldown list add (current_object) to [Collision Cooldowns v] end end // Clean up cooldowns Clean Collision Cooldowns ::custom
⚡ Instant Response System
For truly instant collision response without frame delays:
// Event-driven collision system define Execute Collision Action (action) (object) if <(action) = [take_damage]> then change [health v] by [-10] broadcast [Player Hit v] play sound [Hurt v] else if <(action) = [destroy_projectile]> then ask (object) and wait broadcast [Destroy Projectile v] else if <(action) = [collect_powerup]> then change [score v] by [100] broadcast [PowerUp Collected v] play sound [Collect v] else if <(action) = [stop_movement]> then set [can_move v] to [false] broadcast [Hit Wall v] end
🛡️ Collision Cooldown Management
Prevents multiple collision triggers (fixes damage spam):
// Cooldown management system define Clean Collision Cooldowns set [cooldown_index v] to [0] repeat (length of [Collision Cooldowns v]) change [cooldown_index v] by [1] set [cooldown_object v] to (item (cooldown_index) of [Collision Cooldowns v]) // Remove from cooldown if no longer touching if <not <touching (cooldown_object) ?>> then delete (cooldown_index) of [Collision Cooldowns v] change [cooldown_index v] by [-1] end end
🎮 Method 2: Zone-Based Detection
For complex games with multiple collision zones:
// Zone-based collision system define Check Collision Zones // Head collision zone if <touching [Enemy v] ?> then if <(y position) > ((Enemy Y) + [20])> then // Jumping on enemy broadcast [Enemy Defeated v] change y by [10] else // Side collision Execute Collision Action [take_damage] [Enemy] ::custom end end // Weapon collision zone if <<touching [Enemy v] ?> and <[attacking v] = [true]>> then Execute Collision Action [deal_damage] [Enemy] ::custom end
🔧 Method 3: Custom Collision Blocks
Reusable collision detection system:
// Custom collision block with parameters define Check Collision (object_name) (damage_amount) (sound_effect) if <<touching (object_name) ?> and <not <[Collision Cooldowns v] contains (object_name) ?>>> then change [health v] by (damage_amount) play sound (sound_effect) add (object_name) to [Collision Cooldowns v] // Visual feedback set [ghost v] effect to [50] wait [0.1] seconds set [ghost v] effect to [0] end // Usage examples: Check Collision [Spike] [-20] [Hurt] ::custom Check Collision [Enemy] [-10] [Hit] ::custom Check Collision [Lava] [-5] [Burn] ::custom
🎯 Method 4: Performance-Optimized System
For games with many sprites and complex collision needs:
// High-performance collision system when flag clicked forever // Only check collisions every few frames for performance Check All Collisions ::custom wait [0.05] seconds end // Separate instant-response collisions when flag clicked forever // Critical collisions that need instant response if <touching [Projectile v] ?> then broadcast [Instant Hit v] end // No wait - runs every frame end
This system gives you organized, efficient collision detection with instant response and no spam! 🎯
CollisionDetectionPro
Replied 2 hours later
@CollisionSystemExpert This is exactly what I needed! 🎉 The list-based system is brilliant!
Quick question: How do I handle projectiles that should be destroyed on collision? Should I broadcast to the projectile sprite or handle it in the collision system?
ProjectileManager
Replied 1 hour later
@CollisionDetectionPro Great question! Here’s how to handle projectile destruction cleanly:
// In collision system define Execute Collision Action (action) (object) if <(action) = [destroy_projectile]> then // Send destruction message with projectile ID broadcast [Destroy Projectile v] set [Target Projectile ID v] to (Projectile ID) // In projectile sprite when I receive [Destroy Projectile v] if <(My ID) = (Target Projectile ID)> then // Destruction effects play sound [Explosion v] repeat [5] change [ghost v] effect by [20] wait [0.02] seconds end delete this clone end
This keeps projectile management separate from collision detection! 💥
Vibelf_Community
Pinned Message • Moderator
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