Creating smooth camera movement systems in Scratch
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CameraExpert_2024
Posted on August 6, 2024 • Intermediate
📹 Need help with camera movement system
I’m working on a game with a camera system, but I’m having issues with movement synchronization. When I change my custom X and Y position variables (instead of the actual sprite position), the camera jumps to weird places instead of moving smoothly.
What I want is for my variables to behave exactly like the actual X and Y position blocks, but for camera control. I tried using “wait 0 seconds” to slow it down, but it doesn’t give me the exact speed I need.
How can I make smooth camera movement that follows the player properly? Any help would be appreciated! 🎮
CameraMovement_Pro
Replied 1 hour later • ⭐ Best Answer
Great question @CameraExpert_2024! Camera systems can be tricky, but I’ll show you several approaches to create smooth, responsive camera movement! 📹
📹 Camera System Architecture
Here’s how a smooth camera movement system works:
🎯 Method 1: Basic Camera Following
Start with a simple camera that follows the player:
// In your camera/background sprite when flag clicked forever set [Camera X v] to ([x position v] of [Player v]) set [Camera Y v] to ([y position v] of [Player v]) // Move all background elements go to x: (0 - (Camera X)) y: (0 - (Camera Y)) end
🌊 Method 2: Smooth Camera with Interpolation
Create smooth camera movement that eases to the target:
// Smooth camera following when flag clicked set [Camera X v] to [0] set [Camera Y v] to [0] set [Camera Speed v] to [0.1] // Adjust for smoothness (0.05 = slower, 0.2 = faster) forever // Calculate target position set [Target X v] to ([x position v] of [Player v]) set [Target Y v] to ([y position v] of [Player v]) // Smooth interpolation change [Camera X v] by (((Target X) - (Camera X)) * (Camera Speed)) change [Camera Y v] by (((Target Y) - (Camera Y)) * (Camera Speed)) // Apply camera position to background go to x: (0 - (Camera X)) y: (0 - (Camera Y)) end
🎮 Method 3: Advanced Camera with Deadzone
Create a camera that only moves when the player leaves a central area:
// Camera with deadzone when flag clicked set [Camera X v] to [0] set [Camera Y v] to [0] set [Deadzone Size v] to [100] // Pixels from center before camera moves forever set [Player X v] to ([x position v] of [Player v]) set [Player Y v] to ([y position v] of [Player v]) // Calculate distance from camera center set [Distance X v] to ((Player X) - (Camera X)) set [Distance Y v] to ((Player Y) - (Camera Y)) // Move camera only if player is outside deadzone if <([abs v] of (Distance X)) > (Deadzone Size)> then if <(Distance X) > [0]> then set [Camera X v] to ((Player X) - (Deadzone Size)) else set [Camera X v] to ((Player X) + (Deadzone Size)) end end if <([abs v] of (Distance Y)) > (Deadzone Size)> then if <(Distance Y) > [0]> then set [Camera Y v] to ((Player Y) - (Deadzone Size)) else set [Camera Y v] to ((Player Y) + (Deadzone Size)) end end // Apply camera position go to x: (0 - (Camera X)) y: (0 - (Camera Y)) end
⚡ Method 4: Predictive Camera
Camera that anticipates player movement:
// Predictive camera system when flag clicked set [Camera X v] to [0] set [Camera Y v] to [0] set [Last Player X v] to [0] set [Last Player Y v] to [0] set [Prediction Strength v] to [50] // How far ahead to look forever set [Current Player X v] to ([x position v] of [Player v]) set [Current Player Y v] to ([y position v] of [Player v]) // Calculate player velocity set [Velocity X v] to ((Current Player X) - (Last Player X)) set [Velocity Y v] to ((Current Player Y) - (Last Player Y)) // Predict future position set [Predicted X v] to ((Current Player X) + ((Velocity X) * (Prediction Strength))) set [Predicted Y v] to ((Current Player Y) + ((Velocity Y) * (Prediction Strength))) // Smooth camera to predicted position change [Camera X v] by (((Predicted X) - (Camera X)) * [0.1]) change [Camera Y v] by (((Predicted Y) - (Camera Y)) * [0.1]) // Update last position set [Last Player X v] to (Current Player X) set [Last Player Y v] to (Current Player Y) // Apply camera go to x: (0 - (Camera X)) y: (0 - (Camera Y)) end
🔧 Method 5: Multi-Layer Parallax Camera
Create depth with multiple background layers:
// For background layer (far) when flag clicked forever go to x: (0 - ((Camera X) * [0.3])) y: (0 - ((Camera Y) * [0.3])) end // For midground layer when flag clicked forever go to x: (0 - ((Camera X) * [0.6])) y: (0 - ((Camera Y) * [0.6])) end // For foreground layer (close) when flag clicked forever go to x: (0 - ((Camera X) * [1.2])) y: (0 - ((Camera Y) * [1.2])) end
🎯 Fixing Your Specific Issue:
The “jumping to absurd places” usually happens because:
// WRONG - This causes jumps set [Camera X v] to ([x position v] of [Player v]) go to x: (Camera X) y: (Camera Y) // This moves the sprite TO the position // CORRECT - This creates camera effect set [Camera X v] to ([x position v] of [Player v]) go to x: (0 - (Camera X)) y: (0 - (Camera Y)) // This moves background OPPOSITE to camera
⚙️ Performance Tips:
- Use “wait 0.016 seconds” for 60 FPS smooth movement
- Limit camera bounds to prevent showing empty areas
- Round camera positions to avoid sub-pixel jittering
- Use separate scripts for different camera behaviors
// Camera bounds and rounding if <(Camera X) < [min camera x]> then set [Camera X v] to [min camera x] end if <(Camera X) > [max camera x]> then set [Camera X v] to [max camera x] end // Round to prevent jitter set [Camera X v] to ([floor v] of ((Camera X) + [0.5])) set [Camera Y v] to ([floor v] of ((Camera Y) + [0.5]))
Try Method 2 first - it’s the most commonly used and should solve your jumping issue! 🎮
CameraExpert_2024
Replied 45 minutes later
@CameraMovement_Pro This is exactly what I needed! 🎉 The smooth interpolation method fixed my jumping issue completely!
I was making the mistake of moving the sprite TO the camera position instead of moving it OPPOSITE to create the camera effect. The 0.1 smoothing factor gives me the perfect speed I was looking for.
The deadzone camera looks really interesting too - I might implement that for my platformer sections. Thank you so much! 🙏
GameDev_Master
Replied 20 minutes later
Excellent explanation! 👏 Here’s a bonus tip for camera shake effects:
// Camera shake for impact effects define shake camera (intensity) (duration) set [Shake Timer v] to (duration) repeat until <(Shake Timer) < [1]> set [Shake X v] to (pick random (0 - (intensity)) to (intensity)) set [Shake Y v] to (pick random (0 - (intensity)) to (intensity)) go to x: ((0 - (Camera X)) + (Shake X)) y: ((0 - (Camera Y)) + (Shake Y)) change [Shake Timer v] by [-1] wait [0.016] seconds end
Call it with: shake camera [10] [30] :: custom for explosion effects!
Vibelf_Community
Pinned Message • Moderator
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