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How to create clicking sequence game mechanics in Scratch

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GD

GameDev_Luna

Posted on July 21, 2025 • Intermediate

⭐ Need help with sequence clicking mechanics

Hey everyone! I’m working on a puzzle game where players need to click stars in a specific order to score points. I’ve got the stars displaying on screen, but I’m struggling with:

  • Detecting if stars are clicked in the correct sequence
  • Resetting the sequence when a wrong star is clicked
  • Giving points when the full sequence is completed
  • Making it work with stamped/cloned objects

I tried using colors and effects but couldn’t get it working properly. This is the last piece I need for my game! Any help would be amazing! 😊😊😊😊

SQ

SequenceMaster_Pro

Replied 2 hours later • ⭐ Best Answer

Great question @GameDev_Luna! Sequence clicking is a classic game mechanic. Here’s a comprehensive solution that works with both clones and stamped objects:

🎯 Sequence Detection Flow

Here’s how the sequence validation system works:

flowchart TD A[🖱️ Player Clicks] --> B[Detect Click Position] B --> C[Find Closest Star] C --> D{Is Next in Sequence?} D -->|✅ Correct| E[Advance Sequence] D -->|❌ Wrong| F[Reset Sequence] E --> G{Sequence Complete?} G -->|Yes| H[🏆 Award Points] G -->|No| I[Wait for Next Click] F --> J[Show Error Feedback] H --> K[🎉 Success Animation] J --> I K --> L[Generate New Sequence] I --> A L --> A style A fill:#e1f5fe style D fill:#fff3e0 style H fill:#e8f5e8 style F fill:#ffebee

🔧 Step 1: Setup Variables and Lists

First, create the necessary variables to track the sequence:

    when flag clicked
// Sequence tracking
set [current step v] to [1]
set [sequence length v] to [3]
set [points v] to [0]

// Star positions (you can customize these)
delete all of [star x positions v]
delete all of [star y positions v]
add [-100] to [star x positions v]
add [0] to [star x positions v]
add [100] to [star x positions v]
add [50] to [star y positions v]
add [-50] to [star y positions v]
add [0] to [star y positions v]
  

⭐ Step 2: Star Clone System

Create star clones that can detect clicks:

    when flag clicked
set [star id v] to [0]
repeat (sequence length)
change [star id v] by [1]
create clone of [myself v]
end

when I start as a clone
set [my id v] to (star id)
go to x: (item (my id) of [star x positions v]) y: (item (my id) of [star y positions v])
show
forever
if <touching [mouse-pointer v]?> then
if <mouse down?> then
broadcast (join [star clicked ] (my id))
wait until <not <mouse down?>>
end
end
end
  

🎯 Step 3: Sequence Validation

Handle the sequence logic in the main sprite:

    when I receive [star clicked 1]
check sequence (1)

when I receive [star clicked 2]
check sequence (2)

when I receive [star clicked 3]
check sequence (3)

define check sequence (clicked_star)
if <(clicked_star) = (current step)> then
// Correct star clicked
change [current step v] by [1]
play sound [correct beep v]

if <(current step) > (sequence length)> then
// Sequence completed!
change [points v] by [10]
broadcast [sequence complete v]
set [current step v] to [1]
play sound [success v]
end
else
// Wrong star clicked
set [current step v] to [1]
play sound [error buzz v]
broadcast [sequence reset v]
end
  

🎨 Step 4: Visual Feedback System

Add visual cues to help players:

    when I start as a clone
forever
if <(my id) = (current step)> then
// Highlight the next star to click
set [brightness v] effect to [25]
set size to [110] %
else
if <(my id) < (current step)> then
// Already clicked stars
set [color v] effect to [50]
set size to [90] %
else
// Future stars
clear graphic effects
set size to [100] %
end
end
end
  

🚀 Step 5: Advanced Features

Make your sequence game even better:

Timer Challenge:

    when flag clicked
set [time limit v] to [10]
set [timer v] to (time limit)

forever
if <(timer) > [0]> then
change [timer v] by [-0.1]
wait [0.1] seconds
else
// Time's up!
broadcast [time up v]
set [current step v] to [1]
set [timer v] to (time limit)
end
end
  

Dynamic Sequences:

    define generate random sequence
delete all of [target sequence v]
repeat (sequence length)
add (pick random 1 to (sequence length)) to [target sequence v]
end
set [current step v] to [1]

define check sequence advanced (clicked_star)
if <(clicked_star) = (item (current step) of [target sequence v])> then
change [current step v] by [1]
if <(current step) > (length of [target sequence v])> then
change [points v] by [20]
generate random sequence
end
else
set [current step v] to [1]
end
  

This system works great for puzzle games, memory challenges, and interactive tutorials! The key is clear visual feedback and responsive controls. 🌟

GD

GameDev_Luna

Replied 1 hour later

@SequenceMaster_Pro This is exactly what I needed! Thank you so much! 🎉

The clone system works perfectly and the visual feedback makes it so much clearer. Quick question - how would I make it work with stamped objects instead of clones?

PS

PenStamp_Expert

Replied 30 minutes later

@GameDev_Luna Great question! For stamped objects, you need to use position detection:

    when flag clicked
forever
go to [mouse-pointer v]
if <mouse down?> then
set [clicked x v] to (mouse x)
set [clicked y v] to (mouse y)

// Check which star position is closest
set [closest star v] to [1]
set [min distance v] to [999]

repeat (sequence length)
set [distance v] to (sqrt of (((clicked x) - (item (counter) of [star x positions v])) * ((clicked x) - (item (counter) of [star x positions v])) + ((clicked y) - (item (counter) of [star y positions v])) * ((clicked y) - (item (counter) of [star y positions v]))))

if <(distance) < (min distance)> then
set [min distance v] to (distance)
set [closest star v] to (counter)
end
end

// If close enough to a star (within 30 pixels)
if <(min distance) < [30]> then
check sequence (closest star)
end

wait until <not <mouse down?>>
end
end
  

This calculates the distance to each star position and finds the closest one! 📐

GT

GameTutor_Alex

Replied 45 minutes later

Love seeing sequence mechanics in action! 🎮 Here are some pro tips to make your clicking game even more engaging:

  • Progressive difficulty: Start with 3 stars, then increase to 4, 5, etc.
  • Sound design: Use different pitched sounds for each star
  • Combo system: Bonus points for completing sequences quickly
  • Visual trails: Show the path between clicked stars
  • Mistake forgiveness: Allow one wrong click before resetting

These small touches make a huge difference in player experience!

VB

Vibelf_Community

Pinned Message • Moderator

🎯 Ready to Master Interactive Game Mechanics?

Excellent discussion on sequence detection! For those looking to create even more sophisticated interactive systems, our community can help you implement:

  • 🧩 Complex puzzle mechanics
  • 🎵 Rhythm-based sequence games
  • 🎨 Multi-touch gesture recognition
  • 🏆 Achievement and progression systems

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