How to prevent sprite from going beyond screen boundaries
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BoundaryMaster_Dev
Posted on August 5, 2024 • Beginner
🔄 Sprite keeps teleporting infinitely at screen edges
I’m making a game where the sprite should teleport to the opposite side when it touches the screen edges. However, I’m getting an infinite loop problem! 😵
Here’s my current code:
when green flag clicked forever if <<(x position) > [250]> or <(x position) < [-250]>> then set x to ((x position) * (-1)) end if <<(y position) > [190]> or <(y position) < [-190]>> then set y to ((y position) * (-1)) end end
The problem is that when the sprite reaches X position above 250 or below -250, it continuously repositions itself to the opposite side and gets stuck in a loop!
How can I fix this boundary detection so the sprite teleports cleanly without getting stuck? 🤔
GameMechanics_Expert
Replied 3 hours later • ⭐ Best Answer
@BoundaryMaster_Dev I see the issue! The problem is with using multiplication to flip coordinates. Let me show you several proper solutions:
🔍 Understanding the Problem
Your current code multiplies the position by -1, which can cause:
- Infinite loops when the sprite overshoots the boundary
- Unpredictable teleportation distances
- Sprites getting stuck at edges
✅ Solution 1: Direct Position Setting (Recommended)
Instead of multiplying, set exact positions:
when green flag clicked forever // Handle X boundaries if <(x position) > [250]> then set x to [-250] // Move to left edge end if <(x position) < [-250]> then set x to [250] // Move to right edge end // Handle Y boundaries if <(y position) > [190]> then set y to [-190] // Move to bottom edge end if <(y position) < [-190]> then set y to [190] // Move to top edge end end
🎯 Solution 2: Smooth Teleportation with Offset
For smoother gameplay, add a small offset to prevent immediate re-triggering:
when green flag clicked forever // X boundaries with offset if <(x position) > [250]> then set x to [-245] // 5 pixels from edge end if <(x position) < [-250]> then set x to [245] // 5 pixels from edge end // Y boundaries with offset if <(y position) > [190]> then set y to [-185] // 5 pixels from edge end if <(y position) < [-190]> then set y to [185] // 5 pixels from edge end end
🚀 Solution 3: Advanced Boundary System
For more complex games, use variables for flexible boundaries:
when green flag clicked set [boundary right v] to [250] set [boundary left v] to [-250] set [boundary top v] to [190] set [boundary bottom v] to [-190] set [teleport offset v] to [5] forever // X boundary checking if <(x position) > (boundary right)> then set x to ((boundary left) + (teleport offset)) end if <(x position) < (boundary left)> then set x to ((boundary right) - (teleport offset)) end // Y boundary checking if <(y position) > (boundary top)> then set y to ((boundary bottom) + (teleport offset)) end if <(y position) < (boundary bottom)> then set y to ((boundary top) - (teleport offset)) end end
🎮 Solution 4: Pac-Man Style Wrapping
For classic arcade-style wrapping with visual effects:
when green flag clicked forever // Check if sprite is about to exit if <(x position) > [240]> then // Visual effect before teleporting set [ghost v] effect to [50] wait [0.1] seconds set x to [-240] set [ghost v] effect to [0] end if <(x position) < [-240]> then set [ghost v] effect to [50] wait [0.1] seconds set x to [240] set [ghost v] effect to [0] end // Similar for Y axis if <(y position) > [180]> then set [ghost v] effect to [50] wait [0.1] seconds set y to [-180] set [ghost v] effect to [0] end if <(y position) < [-180]> then set [ghost v] effect to [50] wait [0.1] seconds set y to [180] set [ghost v] effect to [0] end end
🛡️ Solution 5: Boundary Clamping (Alternative)
If you want to stop the sprite at boundaries instead of teleporting:
when green flag clicked forever // Clamp X position if <(x position) > [250]> then set x to [250] end if <(x position) < [-250]> then set x to [-250] end // Clamp Y position if <(y position) > [190]> then set y to [190] end if <(y position) < [-190]> then set y to [-190] end end
🔧 Pro Tips for Boundary Management
- Use exact values: Always set specific coordinates instead of calculations
- Add offsets: Small offsets prevent immediate re-triggering
- Test thoroughly: Check all four corners and edges
- Consider sprite size: Account for sprite width/height in boundaries
- Use variables: Make boundaries easily adjustable
🎨 Bonus: Sprite Size Aware Boundaries
For sprites with different sizes, calculate boundaries based on sprite dimensions:
when green flag clicked set [sprite width v] to [48] // Adjust based on your sprite set [sprite height v] to [48] set [screen width v] to [480] set [screen height v] to [360] // Calculate actual boundaries set [max x v] to (((screen width) / [2]) - ((sprite width) / [2])) set [min x v] to ((((screen width) / [2]) - ((sprite width) / [2])) * [-1]) set [max y v] to (((screen height) / [2]) - ((sprite height) / [2])) set [min y v] to ((((screen height) / [2]) - ((sprite height) / [2])) * [-1]) forever if <(x position) > (max x)> then set x to (min x) end if <(x position) < (min x)> then set x to (max x) end if <(y position) > (max y)> then set y to (min y) end if <(y position) < (min y)> then set y to (max y) end end
This should completely eliminate the infinite loop issue! Choose the solution that best fits your game’s needs. 🎉
BoundaryMaster_Dev
Replied 1 hour later
@GameMechanics_Expert This is exactly what I needed! 🎯
The direct position setting (Solution 1) worked perfectly! No more infinite loops, and the teleportation is smooth and predictable.
I especially love the sprite size aware boundaries - that’s going to be super useful for my game with different sized characters. The offset technique is brilliant too!
Thank you for such a comprehensive explanation! 🙏
ArcadeGamer_Pro
Replied 30 minutes later
Great solutions! I’d also recommend adding sound effects when teleporting:
when green flag clicked forever if <(x position) > [250]> then play sound [teleport v] until done set x to [-245] end // ... rest of boundary code end
This makes the teleportation feel more intentional and gives great player feedback! 🔊
Vibelf_Community
Pinned Message • Moderator
🎮 Master Game Development Fundamentals!
Excellent work on boundary management! For those looking to create even more sophisticated games, our community can help you implement:
- 🏃 Advanced movement systems and physics
- 🎯 Collision detection and response
- 🌟 Special effects and animations
- 🎵 Sound design and music integration
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