How to create perfect collision detection in Scratch
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GameDev_Jordan
Posted on July 13, 2025 • Beginner
🎮 Need perfect collision detection!
Hey everyone! I’m working on a platformer game and I’m struggling with collision detection. I want my character to move smoothly but stop perfectly when hitting walls.
Right now I have this basic setup:
when flag clicked forever // Movement code here end
But I don’t know what to put inside to make the collision work perfectly. I want:
- Smooth character movement with arrow keys
- Perfect wall collision (no getting stuck in walls)
- Character stops right at the wall edge
Can someone help me figure this out? I want it to be perfect! 😊
CollisionMaster_Nina
Replied 30 minutes later • ⭐ Best Answer
Perfect question @GameDev_Jordan! Collision detection is crucial for good games. Let me show you several methods from basic to advanced! 🎯
🔄 Collision Detection Flow
Here’s how proper collision detection works:
🎯 Method 1: Basic Wall Collision
This is the most reliable method for wall collision:
when flag clicked go to x: (0) y: (0) forever if <key [right arrow v] pressed?> then change x by (5) check walls end if <key [left arrow v] pressed?> then change x by (-5) check walls end if <key [up arrow v] pressed?> then change y by (5) check walls end if <key [down arrow v] pressed?> then change y by (-5) check walls end end define check walls repeat until <not <touching [Wall v]?>> if <(x position) > [0]> then change x by (-1) else change x by (1) end if <(y position) > [0]> then change y by (-1) else change y by (1) end end
🎨 Method 2: Color-Based Collision
Great for complex wall shapes:
when flag clicked forever if <key [right arrow v] pressed?> then change x by (3) if <touching color [#000000]?> then change x by (-3) end end if <key [left arrow v] pressed?> then change x by (-3) if <touching color [#000000]?> then change x by (3) end end if <key [up arrow v] pressed?> then change y by (3) if <touching color [#000000]?> then change y by (-3) end end if <key [down arrow v] pressed?> then change y by (-3) if <touching color [#000000]?> then change y by (3) end end end
⚡ Method 3: Smooth Pixel-Perfect Collision
For the smoothest movement possible:
when flag clicked forever set [x velocity v] to (0) set [y velocity v] to (0) // Get input if <key [right arrow v] pressed?> then change [x velocity v] by (3) end if <key [left arrow v] pressed?> then change [x velocity v] by (-3) end if <key [up arrow v] pressed?> then change [y velocity v] by (3) end if <key [down arrow v] pressed?> then change [y velocity v] by (-3) end // Move horizontally change x by (x velocity) if <touching [Wall v]?> then repeat until <not <touching [Wall v]?>> if <(x velocity) > [0]> then change x by (-1) else change x by (1) end end end // Move vertically change y by (y velocity) if <touching [Wall v]?> then repeat until <not <touching [Wall v]?>> if <(y velocity) > [0]> then change y by (-1) else change y by (1) end end end end
🎮 Advanced Features
Diagonal Movement Fix:
// Normalize diagonal movement if <<key [right arrow v] pressed?> and <key [up arrow v] pressed?>> then set [x velocity v] to (2.1) set [y velocity v] to (2.1) end
Variable Speed Movement:
// Adjustable movement speed set [movement speed v] to (4) if <key [right arrow v] pressed?> then change x by (movement speed) end
💡 Pro Tips
- Use custom blocks: Create a “check walls” block for cleaner code
- Test different speeds: Find the right balance between smooth and responsive
- Consider sprite size: Larger sprites need more careful collision detection
- Use “run without screen refresh”: Makes collision checking faster
🐛 Common Issues & Solutions
- Getting stuck in walls: Use the repeat until loop to push out
- Jittery movement: Check collision after each axis separately
- Slow performance: Use “run without screen refresh” on custom blocks
Try these methods and see which works best for your game! The pixel-perfect method gives the smoothest results! 🚀
GameDev_Jordan
Replied 1 hour later
@CollisionMaster_Nina This is incredible! 🤩 I tried the pixel-perfect method and it works amazingly!
My character now moves so smoothly and stops perfectly at walls. The diagonal movement fix was exactly what I needed too!
One question - how do I make the character jump and still have good collision detection?
PlatformerGuru_Sam
Replied 2 hours later
@GameDev_Jordan Great question about jumping! Here’s how to add gravity and jumping to your collision system:
// Add these variables: gravity, jump power, on ground when flag clicked set [gravity v] to (-0.5) set [jump power v] to (0) forever // Jumping if <<key [space v] pressed?> and <(on ground) = [1]>> then set [jump power v] to (12) set [on ground v] to (0) end // Apply gravity change [jump power v] by (gravity) change y by (jump power) // Check ground collision if <touching [Ground v]?> then repeat until <not <touching [Ground v]?>> change y by (1) end set [jump power v] to (0) set [on ground v] to (1) end end
This gives you smooth jumping with perfect ground collision! 🦘
Vibelf_Community
Pinned Message • Moderator
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Excellent collision detection discussion! For those ready to create professional-quality games, our community can help you master:
- 🏃 Advanced movement systems
- 🎯 Precise collision algorithms
- 🦘 Physics and gravity systems
- 🎨 Smooth animation techniques
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