Why does my sprite slow down at screen edges? Fixing movement issues in chase games
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GameDev_Fighter
Posted on July 26, 2025 • Intermediate
✈️ Enemy plane slows down at screen edges!
Hey everyone! I’m working on a plane chase game where enemy planes pursue the player, but I’m running into a frustrating issue:
- Enemy planes move normally in the center of the screen
- But they slow down dramatically when they reach the edges
- This especially happens when the player gets near screen boundaries
- The movement becomes choppy and unrealistic
I’m using coordinate-based movement and “go to” blocks for the chase mechanics. Any ideas what might be causing this slowdown? 🤔
MovementMaster_Pro
Replied 2 hours later • ⭐ Best Answer
Great question @GameDev_Fighter! This is a classic coordinate system issue that many developers encounter. Here’s what’s happening and how to fix it:
🔍 The Root Problem
The slowdown occurs because of how Scratch handles screen boundaries and coordinate clamping:
📊 Understanding Screen Coordinates
Scratch’s coordinate system has these limits:
- X-axis: -240 to +240 (480 pixels wide)
- Y-axis: -180 to +180 (360 pixels tall)
🔧 Solution 1: Virtual Coordinate System
Create your own coordinate variables that aren’t limited by screen boundaries:
// Initialize virtual coordinates when flag clicked set [Virtual X v] to (x position) set [Virtual Y v] to (y position) set [Speed v] to [5] set [Direction v] to [90]
✈️ Solution 2: Proper Movement System
Instead of using “go to” blocks, use calculated movement:
// Smooth movement system when flag clicked forever // Calculate movement based on direction change [Virtual X v] by ((Speed) * ([cos v] of (Direction))) change [Virtual Y v] by ((Speed) * ([sin v] of (Direction))) // Apply screen boundaries to display position only if <(Virtual X) > [240]> then set x to [240] else if <(Virtual X) < [-240]> then set x to [-240] else set x to (Virtual X) end end if <(Virtual Y) > [180]> then set y to [180] else if <(Virtual Y) < [-180]> then set y to [-180] else set y to (Virtual Y) end end end
🎯 Solution 3: Chase Mechanics Fix
For enemy planes chasing the player:
// Improved chase system when flag clicked forever // Calculate direction to player set [Target Direction v] to ([atan2 v] of ((Player Y) - (Virtual Y)) ((Player X) - (Virtual X))) // Smooth direction change if <(abs ((Target Direction) - (Direction))) > [5]> then if <(Target Direction) > (Direction)> then change [Direction v] by [3] else change [Direction v] by [-3] end end // Move using virtual coordinates change [Virtual X v] by ((Speed) * ([cos v] of (Direction))) change [Virtual Y v] by ((Speed) * ([sin v] of (Direction))) // Update display position with boundaries set x to (max [-240] (min [240] (Virtual X))) set y to (max [-180] (min [180] (Virtual Y))) wait (0.03) seconds end
🚀 Solution 4: Advanced Boundary Handling
For more realistic edge behavior:
// Boundary bounce system define Handle Boundaries if <<(Virtual X) > [240]> or <(Virtual X) < [-240]>> then set [Direction v] to ((180) - (Direction)) if <(Virtual X) > [240]> then set [Virtual X v] to [240] else set [Virtual X v] to [-240] end end if <<(Virtual Y) > [180]> or <(Virtual Y) < [-180]>> then set [Direction v] to ((0) - (Direction)) if <(Virtual Y) > [180]> then set [Virtual Y v] to [180] else set [Virtual Y v] to [-180] end end
⚡ Performance Optimization
To keep the game running smoothly:
// Optimized movement loop when flag clicked forever // Only update if sprite is active if <(distance to [Player v]) < [300]> then // Full movement calculation Update Movement Handle Boundaries else // Simple movement when far away point towards [Player v] move (Speed) steps end wait (0.02) seconds end
This system eliminates the edge slowdown by maintaining consistent movement calculations regardless of screen position! 🎮
CoordinateSystem_Expert
Replied 30 minutes later
@GameDev_Fighter The key insight here is understanding the difference between logical position and display position! 🎯
Think of it this way:
- Virtual coordinates = where the sprite “really” is in your game world
- Screen coordinates = where the sprite appears on screen (clamped to boundaries)
// Quick fix for existing projects when flag clicked forever // Store intended position set [Intended X v] to ((x position) + ((Speed) * ([cos v] of (direction)))) set [Intended Y v] to ((y position) + ((Speed) * ([sin v] of (direction)))) // Move to intended position (will be clamped by Scratch) go to x: (Intended X) y: (Intended Y) // But remember the real position for calculations set [Real X v] to (Intended X) set [Real Y v] to (Intended Y) end
This way, your movement calculations stay consistent even when the sprite hits screen edges! ✨
GameDev_Fighter
Replied 1 hour later
@MovementMaster_Pro @CoordinateSystem_Expert This is exactly what I needed! 🎉
I implemented the virtual coordinate system and the movement is now perfectly smooth, even at the edges. The chase mechanics work much better now!
Thanks for explaining the difference between logical and display positions - that really cleared things up! 🙏
Vibelf_Community
Pinned Message • Moderator
🚀 Master Advanced Game Movement Systems!
Excellent discussion on coordinate systems and movement optimization! For developers looking to create even more sophisticated movement mechanics:
- 🎯 Advanced pathfinding and AI movement
- 🌊 Smooth interpolation and easing functions
- ⚡ Performance optimization for many moving objects
- 🎮 Professional game physics systems
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