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Help with LEGO building game mechanics

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BM

BrickBuilder_Mike

Posted on July 23, 2025 • Intermediate

🧱 LEGO Building Game Issues

Hey everyone! I’m working on my first serious Scratch project - a LEGO building game! Here’s how it’s supposed to work:

  • Players drag LEGO pieces into outlined areas
  • When pieces are placed correctly, they earn “Brickz” currency
  • Brickz can be used to buy more pieces for later levels
  • Features include freebuilding mode and piece collection

The Problem: I’m using forever loops to check if pieces are in the right spots, but when a piece is placed correctly, it keeps giving currency infinitely (like 1, 2, 3, 4, 5, 6, 7…) instead of just giving 5 Brickz once for completing level 1.

I also need help with detecting if LEGO pieces are properly positioned within the outlines. Any advice would be amazing! 🙏

GD

GameDev_Expert

Replied 3 hours later • ⭐ Best Answer

Great project idea @BrickBuilder_Mike! Building games are super fun to create. Let me help you solve both issues:

🎯 Game Flow Architecture

Here’s how your LEGO building game should work:

flowchart TD A[🎮 Game Start] --> B[Load Level] B --> C[Show Outline & Pieces] C --> D[Player Drags Piece] D --> E{Piece Released?} E -->|No| D E -->|Yes| F{Within Target Area?} F -->|No| G[Return to Original Position] F -->|Yes| H[Snap to Correct Position] G --> D H --> I[Mark Piece as Placed] I --> J{All Pieces Placed?} J -->|No| D J -->|Yes| K[Award Brickz ONCE] K --> L[Show Completion Message] L --> M[Next Level or Menu] style A fill:#e1f5fe style K fill:#e8f5e8 style I fill:#fff3e0 style F fill:#f3e5f5

🔧 Solution 1: Stop Infinite Currency Awards

The key is to use a flag variable to track if the level is already completed:

    // At the start of each level
set [level completed v] to [false]
set [pieces placed v] to [0]
set [total pieces v] to [3]  // or however many pieces in this level

// For each LEGO piece sprite:
when flag clicked
forever
if <<not <(level completed)>> and <touching [outline v]?>> then
if <<(distance to [outline v]) < [10]> and <not <(this piece placed)>>> then
// Snap to correct position
go to x: (target x) y: (target y)
set [this piece placed v] to [true]
change [pieces placed v] by [1]

// Check if level is complete
if <(pieces placed) = (total pieces)> then
set [level completed v] to [true]
change [Brickz v] by [5]
broadcast [level complete v]
end
end
end
end
  

🎯 Solution 2: Precise Piece Placement Detection

Here’s how to detect if pieces are correctly positioned:

    // Method 1: Distance-based detection
define check piece placement
set [distance to target v] to ([sqrt v] of (((x position) - (target x)) * ((x position) - (target x)) + ((y position) - (target y)) * ((y position) - (target y))))
if <(distance to target) < [15]> then
// Piece is close enough - snap it
go to x: (target x) y: (target y)
set [this piece placed v] to [true]
else
// Return to original position
glide (0.3) secs to x: (original x) y: (original y)
end
  

Method 2: Zone-based detection (more forgiving):

    // Check if piece is within acceptable range
if <<((x position) > ((target x) - [20])) and ((x position) < ((target x) + [20]))> and <((y position) > ((target y) - [20])) and ((y position) < ((target y) + [20]))>> then
// Piece is in the right zone
go to x: (target x) y: (target y)
set [this piece placed v] to [true]
end
  

🎮 Complete LEGO Piece Script

Here’s a complete script for each LEGO piece:

    when flag clicked
set [this piece placed v] to [false]
set [original x v] to (x position)
set [original y v] to (y position)
set [dragging v] to [false]

when this sprite clicked
if <not <(this piece placed)>> then
set [dragging v] to [true]
end

forever
if <(dragging)> then
go to [mouse-pointer v]
end
end

when mouse down
if <(dragging)> then
set [dragging v] to [false]
check piece placement  // custom block
end
  

💰 Currency System

Manage your Brickz currency properly:

    when I receive [level complete v]
if <not <(level completed)>> then
set [level completed v] to [true]
change [Brickz v] by [5]
play sound [success v]
say [Level Complete! +5 Brickz] for (2) seconds
wait (2) seconds
broadcast [show level menu v]
end
  

🏗️ Advanced Features

To make your game even better:

1. Visual Feedback:

    // When piece is close to target
if <(distance to target) < [25]> then
set [color v] effect to [25]  // highlight
else
clear graphic effects
end
  

2. Piece Rotation:

    when [space v] key pressed
if <(dragging)> then
turn right (90) degrees
end
  

3. Undo Feature:

    when [u v] key pressed
if <(this piece placed)> then
set [this piece placed v] to [false]
go to x: (original x) y: (original y)
change [pieces placed v] by [-1]
set [level completed v] to [false]
end
  

This should solve your infinite currency problem and give you solid piece placement detection! 🧱

BM

BrickBuilder_Mike

Replied 1 hour later

@GameDev_Expert This is incredible! Thank you so much! 🎉

The flag variable solution makes perfect sense - I can’t believe I didn’t think of that. I implemented the distance-based detection and it works like a charm!

One quick question: how do I handle different sized LEGO pieces? Some are 2x1, some are 2x2, etc. Should I adjust the detection zone based on piece size?

PS

PieceSpecialist_Anna

Replied 45 minutes later

@BrickBuilder_Mike Great question about different piece sizes! Here’s how to handle it:

    // Store piece dimensions as variables
when flag clicked
if <(piece type) = [2x1]> then
set [piece width v] to [40]
set [piece height v] to [20]
set [detection zone v] to [25]
else
if <(piece type) = [2x2]> then
set [piece width v] to [40]
set [piece height v] to [40]
set [detection zone v] to [30]
end
end

// Use dynamic detection zone
if <(distance to target) < (detection zone)> then
// Snap to position
end
  

You can also use costume names to automatically detect piece sizes! 🧱

VB

Vibelf_Community

Pinned Message • Moderator

🚀 Want to Build Amazing Construction Games?

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  • 🏗️ Advanced collision detection systems
  • 🎮 Complex game state management
  • 💰 Economy and progression systems
  • 🎨 Visual effects and animations

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