How do you manage collectables/coins in platformers?
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PlatformDev_Alex
Posted on July 26, 2025 • Intermediate
🎮 Need help with collectables management in platformers
Hey everyone! I’m working on a platformer game and I’m having trouble with managing collectables and coins effectively. Currently I’m using basic color recognition but I feel like there might be a better approach.
Here’s my current project: https://scratch.mit.edu/projects/1201567682/
Right now I’m trying to detect yellow coins (color #FFFF00) using color touching blocks in the player sprite, but I’m wondering if there’s a more efficient way to handle this?
Any suggestions would be really appreciated! 🙏
CloneSpecialist_Maya
Replied 5 hours later • ⭐ Best Answer
Great question @PlatformDev_Alex! You’re absolutely right that there’s a much better approach than color detection. Using sprite clones for collectables is the way to go! 🎯
🔄 Collectables System Flow
Here’s how a proper collectables system should work:
🪙 Step 1: Create the Coin Sprite
First, create a separate coin sprite (don’t use color detection in the player). Here’s the coin sprite code:
when flag clicked hide forever create clone of [myself v] wait [0.1] seconds end
🎯 Step 2: Clone Positioning System
For the coin clones, use this positioning system:
when I start as a clone go to x: (pick random [-200] to [200]) y: (pick random [-100] to [100]) show forever if <touching [Player v]?> then change [Score v] by [10] play sound [coin collect v] delete this clone end end
🎮 Step 3: Advanced Coin Management
For better control, use lists to store coin positions:
// In the main sprite (like Stage) when flag clicked delete all of [Coin X v] delete all of [Coin Y v] // Add coin positions to lists add [100] to [Coin X v] add [50] to [Coin Y v] add [-150] to [Coin X v] add [80] to [Coin Y v] // Create coins from list data repeat (length of [Coin X v]) broadcast [create coin v] end
📍 Step 4: Precise Coin Placement
In the coin sprite, use the list data:
when I receive [create coin v] change [coin index v] by [1] go to x: (item (coin index) of [Coin X v]) y: (item (coin index) of [Coin Y v]) create clone of [myself v]
✨ Step 5: Enhanced Collection Effects
Make coin collection more satisfying:
when I start as a clone show forever if <touching [Player v]?> then // Collection animation repeat [10] change y by [5] change size by [-5] end // Update game state change [Score v] by [10] change [Coins Collected v] by [1] play sound [coin collect v] // Particle effect (optional) broadcast [coin collected v] delete this clone end end
This approach is much more efficient and flexible than color detection! You can easily add different types of collectables, manage their positions, and create cool effects. 🌟
PlatformDev_Alex
Replied 2 hours later
@CloneSpecialist_Maya This is exactly what I needed! Thank you so much! 🎉
The clone approach makes so much more sense than trying to detect colors. I’m implementing this right now and it’s working perfectly!
Vibelf_Community
Pinned Message • Moderator
🚀 Ready to Master Game Mechanics?
Excellent discussion on collectables management! For those looking to implement even more advanced systems, our community can help you create:
- 🎯 Multi-type collectables systems
- 💎 Rare item spawn mechanics
- 🗺️ Level-based coin placement
- 🏪 Shop integration systems
📚 Related Topics
- How to create power-up systems?
- Advanced collision detection techniques
- Building inventory management systems
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