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Movement script causing inconsistent sprite behavior

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MJ

MovementMaster_Jake

Posted on July 28, 2025 • Intermediate

🎯 Sprites moving randomly and inconsistently

I’m working on a simulation project where characters need to move from point A to point B. The problem is that the movement behavior is very inconsistent:

  • Sometimes sprites move correctly to their target
  • Other times they move randomly or in wrong directions
  • Some sprites never stop moving even when they reach their destination
  • The behavior changes between different runs of the same code

I’m using a custom “point towards” function, but something seems off with the direction calculations. Has anyone encountered similar movement issues? Any help would be greatly appreciated! 😅

MA

MathAlgorithm_Expert

Replied 35 minutes later • ⭐ Best Answer

I can see exactly what’s wrong @MovementMaster_Jake! This is a classic case of incorrect direction calculation and inefficient movement loops. Here’s how to fix it:

🔍 Common Movement Script Problems

flowchart TD A[🎯 Target Position Set] --> B[Calculate Direction] B --> C{Direction Calculation Correct?} C -->|❌ Wrong Formula| D[Random Movement] C -->|✅ Correct Formula| E[Proper Direction] E --> F[Start Movement Loop] F --> G{Recalculating Each Step?} G -->|❌ Yes| H[Inefficient & Inconsistent] G -->|✅ No| I[Smooth Movement] I --> J[Check Distance to Target] J --> K{Close Enough?} K -->|Yes| L[✅ Stop Movement] K -->|No| M[Continue Moving] M --> J style A fill:#e1f5fe style D fill:#ffebee style E fill:#e8f5e8 style H fill:#fff3e0 style I fill:#e8f5e8 style L fill:#c8e6c9

🛠️ Fix 1: Correct Direction Calculation

The most common issue is wrong arctangent calculation. Here’s the correct formula:

    // WRONG - Don't use addition in atan
define Point towards X: (x) Y: (y) [BROKEN]
point in direction (([atan v] of (((x) - (x position)) + ((y) - (y position)))) + (<((y) - (y position)) < [0]> * [100]))

// CORRECT - Use division for proper angle
define Point towards X: (x) Y: (y)
point in direction (([atan v] of (((x) - (x position)) / ((y) - (y position)))) + (<((y) - (y position)) < [0]> * [180]))
  

⚡ Fix 2: Optimized Movement System

Calculate direction and distance once, then move efficiently:

    // Efficient movement script
define move to x: (target x) y: (target y)
// Calculate once at the start
set [distance v] to ([sqrt v] of (((target x) - (x position)) * ((target x) - (x position)) + ((target y) - (y position)) * ((target y) - (y position))))
Point towards X: (target x) Y: (target y)

// Move in fixed steps
repeat until <(distance to x: (target x) y: (target y)) < [5]>
move [2] steps
if <touching [edge v]?> then
stop [this script v]
end
end
  

🎯 Fix 3: Proper Distance Checking

Create a reliable distance function:

    define distance to x: (x) y: (y)
set [dx v] to ((x) - (x position))
set [dy v] to ((y) - (y position))
set [result v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))))

// Use this in your movement loop
define move smoothly to x: (target x) y: (target y)
forever
if <(distance to x: (target x) y: (target y)) < [3]> then
stop [this script v]
end

point towards x: (target x) y: (target y)
move [1] steps
end
  

🔄 Fix 4: Advanced Movement with Pathfinding

For more sophisticated movement that avoids obstacles:

    define smart move to x: (target x) y: (target y)
set [move speed v] to [3]
forever
// Check if we've reached the target
if <(distance to x: (target x) y: (target y)) < [5]> then
broadcast [arrived at target v]
stop [this script v]
end

// Calculate direction
point towards x: (target x) y: (target y)

// Check for obstacles
if <touching [obstacle v]?> then
// Simple obstacle avoidance
turn [pick random [-45] to [45]] degrees
move [1] steps
else
// Move toward target
move (move speed) steps
end

wait [0.02] seconds
end
  

💡 Performance Optimization Tips

  • Calculate once: Don’t recalculate direction every frame
  • Use appropriate step size: Larger steps for long distances
  • Add stopping conditions: Prevent infinite loops
  • Use wait blocks: Prevent script from running too fast

🐛 Debugging Your Movement

Add these debug blocks to see what’s happening:

    // Debug movement script
define debug movement to x: (target x) y: (target y)
say (join [Target: ] (join (target x) (join [,] (target y)))) for [1] seconds
say (join [Distance: ] (distance to x: (target x) y: (target y))) for [1] seconds
say (join [Direction: ] (direction)) for [1] seconds

// Use in your movement script
when flag clicked
debug movement to x: [100] y: [50]
move to x: [100] y: [50]
  

🎮 Complete Working Example

Here’s a complete, reliable movement system:

    when flag clicked
set [target x v] to [pick random [-200] to [200]]
set [target y v] to [pick random [-150] to [150]]
move to target

define move to target
forever
set [distance v] to (distance to x: (target x) y: (target y))

if <(distance) < [5]> then
say [Arrived!] for [1] seconds
stop [this script v]
end

point towards x: (target x) y: (target y)

if <(distance) > [20]> then
move [3] steps
else
move [1] steps
end

wait [0.03] seconds
end
  

The key fixes are: correct arctangent formula, calculate direction once, proper distance checking, and adding stopping conditions. This should eliminate the random movement behavior! 😊

MJ

MovementMaster_Jake

Replied 2 hours later

@MathAlgorithm_Expert This is exactly what I needed! 🎉 The arctangent formula was indeed wrong - I was using addition instead of division. No wonder the directions were all messed up!

Implemented your optimized movement system and now the sprites move smoothly and consistently. The debug blocks were super helpful for understanding what was happening. Thanks for the detailed explanation!

GP

GamePhysics_Pro

Replied 1 hour later

Excellent solution! For anyone wanting to take movement further, consider these advanced techniques:

  • Acceleration/deceleration: Gradually speed up and slow down for more natural movement
  • Steering behaviors: Implement seek, flee, wander, and follow behaviors
  • A* pathfinding: For complex obstacle navigation
  • Formation movement: Groups of sprites moving together

Movement is the foundation of great game feel! 🎮

VB

Vibelf_Community

Pinned Message • Moderator

🚀 Master Advanced Movement Systems

Great problem-solving on movement algorithms! Proper movement mechanics are crucial for engaging games. Our community can help you implement:

  • 🎯 Advanced pathfinding and AI navigation
  • ⚡ Performance-optimized movement systems
  • 🎮 Professional game physics and feel
  • 🤖 Complex AI behaviors and steering

📚 Related Topics

Ready to create games with fluid, professional movement systems? Get expert guidance from our game development specialists!