Movement script causing inconsistent sprite behavior
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MovementMaster_Jake
Posted on July 28, 2025 • Intermediate
🎯 Sprites moving randomly and inconsistently
I’m working on a simulation project where characters need to move from point A to point B. The problem is that the movement behavior is very inconsistent:
- Sometimes sprites move correctly to their target
- Other times they move randomly or in wrong directions
- Some sprites never stop moving even when they reach their destination
- The behavior changes between different runs of the same code
I’m using a custom “point towards” function, but something seems off with the direction calculations. Has anyone encountered similar movement issues? Any help would be greatly appreciated! 😅
MathAlgorithm_Expert
Replied 35 minutes later • ⭐ Best Answer
I can see exactly what’s wrong @MovementMaster_Jake! This is a classic case of incorrect direction calculation and inefficient movement loops. Here’s how to fix it:
🔍 Common Movement Script Problems
🛠️ Fix 1: Correct Direction Calculation
The most common issue is wrong arctangent calculation. Here’s the correct formula:
// WRONG - Don't use addition in atan define Point towards X: (x) Y: (y) [BROKEN] point in direction (([atan v] of (((x) - (x position)) + ((y) - (y position)))) + (<((y) - (y position)) < [0]> * [100])) // CORRECT - Use division for proper angle define Point towards X: (x) Y: (y) point in direction (([atan v] of (((x) - (x position)) / ((y) - (y position)))) + (<((y) - (y position)) < [0]> * [180]))
⚡ Fix 2: Optimized Movement System
Calculate direction and distance once, then move efficiently:
// Efficient movement script define move to x: (target x) y: (target y) // Calculate once at the start set [distance v] to ([sqrt v] of (((target x) - (x position)) * ((target x) - (x position)) + ((target y) - (y position)) * ((target y) - (y position)))) Point towards X: (target x) Y: (target y) // Move in fixed steps repeat until <(distance to x: (target x) y: (target y)) < [5]> move [2] steps if <touching [edge v]?> then stop [this script v] end end
🎯 Fix 3: Proper Distance Checking
Create a reliable distance function:
define distance to x: (x) y: (y) set [dx v] to ((x) - (x position)) set [dy v] to ((y) - (y position)) set [result v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy)))) // Use this in your movement loop define move smoothly to x: (target x) y: (target y) forever if <(distance to x: (target x) y: (target y)) < [3]> then stop [this script v] end point towards x: (target x) y: (target y) move [1] steps end
🔄 Fix 4: Advanced Movement with Pathfinding
For more sophisticated movement that avoids obstacles:
define smart move to x: (target x) y: (target y) set [move speed v] to [3] forever // Check if we've reached the target if <(distance to x: (target x) y: (target y)) < [5]> then broadcast [arrived at target v] stop [this script v] end // Calculate direction point towards x: (target x) y: (target y) // Check for obstacles if <touching [obstacle v]?> then // Simple obstacle avoidance turn [pick random [-45] to [45]] degrees move [1] steps else // Move toward target move (move speed) steps end wait [0.02] seconds end
💡 Performance Optimization Tips
- Calculate once: Don’t recalculate direction every frame
- Use appropriate step size: Larger steps for long distances
- Add stopping conditions: Prevent infinite loops
- Use wait blocks: Prevent script from running too fast
🐛 Debugging Your Movement
Add these debug blocks to see what’s happening:
// Debug movement script define debug movement to x: (target x) y: (target y) say (join [Target: ] (join (target x) (join [,] (target y)))) for [1] seconds say (join [Distance: ] (distance to x: (target x) y: (target y))) for [1] seconds say (join [Direction: ] (direction)) for [1] seconds // Use in your movement script when flag clicked debug movement to x: [100] y: [50] move to x: [100] y: [50]
🎮 Complete Working Example
Here’s a complete, reliable movement system:
when flag clicked set [target x v] to [pick random [-200] to [200]] set [target y v] to [pick random [-150] to [150]] move to target define move to target forever set [distance v] to (distance to x: (target x) y: (target y)) if <(distance) < [5]> then say [Arrived!] for [1] seconds stop [this script v] end point towards x: (target x) y: (target y) if <(distance) > [20]> then move [3] steps else move [1] steps end wait [0.03] seconds end
The key fixes are: correct arctangent formula, calculate direction once, proper distance checking, and adding stopping conditions. This should eliminate the random movement behavior! 😊
MovementMaster_Jake
Replied 2 hours later
@MathAlgorithm_Expert This is exactly what I needed! 🎉 The arctangent formula was indeed wrong - I was using addition instead of division. No wonder the directions were all messed up!
Implemented your optimized movement system and now the sprites move smoothly and consistently. The debug blocks were super helpful for understanding what was happening. Thanks for the detailed explanation!
GamePhysics_Pro
Replied 1 hour later
Excellent solution! For anyone wanting to take movement further, consider these advanced techniques:
- Acceleration/deceleration: Gradually speed up and slow down for more natural movement
- Steering behaviors: Implement seek, flee, wander, and follow behaviors
- A* pathfinding: For complex obstacle navigation
- Formation movement: Groups of sprites moving together
Movement is the foundation of great game feel! 🎮
Vibelf_Community
Pinned Message • Moderator
🚀 Master Advanced Movement Systems
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- 🎯 Advanced pathfinding and AI navigation
- ⚡ Performance-optimized movement systems
- 🎮 Professional game physics and feel
- 🤖 Complex AI behaviors and steering
📚 Related Topics
- How to create smooth character movement?
- Building advanced AI pathfinding
- Optimizing game physics performance
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