How to fix collision detection issues in Scratch games
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CollisionFixer_Sam
Posted on July 26, 2025 • Intermediate
🔧 Collision detection not working properly
I’m working on a school project where the player needs to avoid obstacles and collect stars. The obstacle collisions work perfectly, but the star collision is really inconsistent - especially when the player touches the star from the side.
The game mechanics are:
- Player character moves around the screen
- Stars fall from the top and rotate
- Player should collect stars for points
- Obstacle collision works fine
- Star collision only works sometimes
Any help debugging this would be amazing! Thanks in advance! 🙏
CollisionDebug_Expert
Replied 4 hours later • ⭐ Best Answer
Great question @CollisionFixer_Sam! This is a very common collision detection issue. Let me break down the problem and provide several solutions:
🔍 Understanding the Problem
The issue occurs because of how collision detection timing works in your loop:
🚫 The Problematic Code Pattern
Here’s what’s likely causing your issue:
// PROBLEMATIC - Only checks during star's movement repeat until <<(y position) < (-240)> or <touching [Player v]?>> change y by (-3) turn right (3) degrees if <touching [Player v]?> then broadcast [collect star v] end end hide
Why this fails: If the player moves into the star between the star’s movement cycles, the collision isn’t detected!
✅ Solution 1: Fix the Loop Structure
Move the collision check outside the movement condition:
// FIXED - Always check collision after loop repeat until <<(y position) < (-240)> or <touching [Player v]?>> change y by (-3) turn right (3) degrees end // Check collision regardless of why loop ended if <touching [Player v]?> then broadcast [collect star v] play sound [collect v] change [Score v] by (10) end hide
✅ Solution 2: Continuous Collision Checking
Use a separate script that constantly monitors collisions:
// Main star movement script when flag clicked forever go to x: (pick random (-240) to (240)) y: (180) show set [star active v] to [true] repeat until <(y position) < (-240)> change y by (-3) turn right (3) degrees end set [star active v] to [false] hide wait (1) seconds end // Separate collision detection script when flag clicked forever if <<(star active) = [true]> and <touching [Player v]?>> then broadcast [collect star v] set [star active v] to [false] hide end end
✅ Solution 3: Hitbox Method
Create invisible circular hitboxes for more reliable collision:
// Create a circular hitbox sprite when flag clicked set [ghost v] effect to (100) // Make invisible set size to (80) % // Adjust hitbox size forever go to [Star v] // Follow the star if <touching [Player v]?> then broadcast [collect star v] tell [Star v] to [hide v] end end
🎯 Solution 4: Distance-Based Detection
Use mathematical distance for pixel-perfect detection:
// More precise collision detection define check collision set [distance v] to (sqrt (((x position) - ([x position v] of [Player v])) * ((x position) - ([x position v] of [Player v])) + ((y position) - ([y position v] of [Player v])) * ((y position) - ([y position v] of [Player v])))) if <(distance) < [30]> then broadcast [collect star v] end // Call this in your main loop repeat until <(y position) < (-240)> change y by (-3) turn right (3) degrees check collision end
🔧 Solution 5: Player-Side Detection
Let the player sprite handle star collection:
// In Player sprite when flag clicked forever if <touching [Star v]?> then broadcast [collect star v] tell [Star v] to [hide v] play sound [collect v] change [Score v] by (10) wait (0.1) seconds // Prevent multiple triggers end end
🚀 Advanced: Multi-Frame Collision Buffer
For ultra-reliable detection, check collisions across multiple frames:
// Advanced collision buffering define advanced collision check set [collision buffer v] to [0] repeat (3) // Check for 3 frames if <touching [Player v]?> then change [collision buffer v] by (1) end wait (0.01) seconds end if <(collision buffer) > [0]> then broadcast [collect star v] end
💡 Pro Tips for Collision Detection
- Use consistent timing: Always check collisions at the same rate
- Avoid complex shapes: Stars and irregular shapes can have detection gaps
- Test edge cases: Try approaching from all angles and speeds
- Add visual feedback: Temporarily change color when collision occurs for debugging
- Consider sprite size: Larger sprites are easier to collide with
🐛 Debugging Your Collisions
Add this temporary debugging code to see what’s happening:
// Debugging collision detection when flag clicked forever if <touching [Player v]?> then say [COLLISION!] for (0.5) seconds set [color v] effect to (50) wait (0.5) seconds clear graphic effects end end
Try Solution 1 first - it’s the simplest fix and should solve your problem! The key is making sure collision detection happens regardless of what caused your movement loop to end. 🎯
CollisionFixer_Sam
Replied 2 hours later
@CollisionDebug_Expert This is incredible! Thank you so much! 🎉
I tried Solution 1 and it works perfectly now! The collision detection is 100% reliable. I never realized the timing issue with the loop structure. This explanation really helped me understand what was going wrong.
HitboxHelper_Pro
Replied 1 hour later
@CollisionFixer_Sam Just wanted to add that for star shapes specifically, the hitbox method (Solution 3) is often the most reliable because star points can create “dead zones” where collision detection fails.
Pro tip: Make your hitbox slightly smaller than the visual star so players need to get close to the center rather than just touching a point! 🌟
Vibelf_Community
Pinned Message • Moderator
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