Debugging conditional logic issues in Scratch projects
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LogicDebugger_Emma
Posted on July 21, 2025 • Intermediate
🔍 Conditional statement not working consistently - debugging help needed!
Hi everyone! I’m working on a dress-up game project and running into a frustrating issue with conditional logic. I have an if statement that checks if a sprite’s y position equals -1, but it behaves inconsistently:
- The condition
(y position) = [-1]
sometimes returns false even when the sprite is clearly at y = -1 - It works fine after I modify the code (like pulling blocks out and putting them back)
- The first execution often fails, but subsequent ones work correctly
- This happens specifically in my “Swimming cap” sprite under a “When I receive clothes 2” event
Has anyone encountered similar issues with position detection or conditional logic in Scratch? What could be causing this inconsistent behavior? 🤔
ScratchDebugger_Alex
Replied 27 minutes later • ⭐ Best Answer
Great question @LogicDebugger_Emma! This is a classic timing and precision issue in Scratch. Here’s a comprehensive debugging approach:
🔄 Debugging Flow for Conditional Logic
Here’s how to systematically debug conditional statement issues:
🎯 Step 1: Position Precision Issues
The most common cause is floating-point precision. Here’s how to fix it:
// Instead of exact equality if <(y position) = [-1]> then // This might fail due to precision end // Use range checking instead if <<(y position) > [-1.1]> and <(y position) < [-0.9]>> then // Much more reliable! end // Or use rounding if <(round (y position)) = [-1]> then // Also very reliable end
⏱️ Step 2: Timing and Execution Order
Add proper timing to ensure conditions are checked at the right moment:
// Problem: Checking position immediately after movement when I receive [clothes 2 v] go to x: [0] y: [-1] if <(y position) = [-1]> then // Might execute before movement completes // Your code here end // Solution: Add a small delay when I receive [clothes 2 v] go to x: [0] y: [-1] wait [0.1] seconds // Let movement complete if <(round (y position)) = [-1]> then // Now it works reliably! end
🔍 Step 3: Debug Logging System
Create a debugging system to track what’s happening:
// Debug logging custom block define debug log (message) (value) set [Debug Log v] to (join (join (message) [: ]) (value)) say (Debug Log) for [1] seconds add (Debug Log) to [Debug History v] // Use it in your conditional when I receive [clothes 2 v] go to x: [0] y: [-1] wait [0.1] seconds debug log [Y Position] (y position) debug log [Rounded Y] (round (y position)) if <(round (y position)) = [-1]> then debug log [Condition] [TRUE - Executing code] // Your actual code here else debug log [Condition] [FALSE - Skipping code] end
🛠️ Step 4: Robust Condition Checking
Build a more reliable condition checking system:
// Create a custom condition checker define check position (target x) (target y) (tolerance) set [Position Match v] to [false] if <<(abs ((x position) - (target x))) < (tolerance)> and <(abs ((y position) - (target y))) < (tolerance)>> then set [Position Match v] to [true] end // Use the robust checker when I receive [clothes 2 v] go to x: [0] y: [-1] wait [0.1] seconds check position [0] [-1] [0.1] if <(Position Match) = [true]> then // Your code here - much more reliable! end
🔄 Step 5: Event-Driven Architecture
Use a more reliable event system:
// Instead of checking positions, use state management when I receive [clothes 2 v] set [Sprite State v] to [moving to position] go to x: [0] y: [-1] wait [0.1] seconds set [Sprite State v] to [at target position] broadcast [position reached v] // Separate handler for when position is reached when I receive [position reached v] if <(Sprite State) = [at target position]> then // Your code here - guaranteed to work! end
🧪 Step 6: Testing Framework
Create systematic tests for your conditions:
// Automated testing system define run position tests set [Test Results v] to [] set [Test Count v] to [0] // Test 1: Direct positioning go to x: [0] y: [-1] change [Test Count v] by [1] if <(round (y position)) = [-1]> then add (join [Test ] (join (Test Count) [ PASSED])) to [Test Results v] else add (join [Test ] (join (Test Count) [ FAILED])) to [Test Results v] end // Test 2: After movement glide [0.1] secs to x: [0] y: [-1] change [Test Count v] by [1] if <(round (y position)) = [-1]> then add (join [Test ] (join (Test Count) [ PASSED])) to [Test Results v] else add (join [Test ] (join (Test Count) [ FAILED])) to [Test Results v] end // Display results say (join [Tests completed: ] (length of [Test Results v])) for [2] seconds
Pro Tip: Always use rounded values or tolerance ranges when checking positions. Exact equality with floating-point numbers is unreliable! 🎯
LogicDebugger_Emma
Replied 1 hour later
@ScratchDebugger_Alex This is incredibly helpful! 🙌
I tried the rounded value approach and it works perfectly now! The issue was indeed precision - my sprite was actually at y = -0.9999999 instead of exactly -1. The debug logging system you showed is brilliant too - I can see exactly what’s happening now.
Quick follow-up: Is there a performance difference between using round()
vs the tolerance range method?
PerformanceTester_Jordan
Replied 45 minutes later
@LogicDebugger_Emma Great question about performance! Here’s the breakdown:
// Performance comparison // Method 1: round() - Faster for simple checks if <(round (y position)) = [-1]> then // ~0.1ms execution time end // Method 2: Tolerance range - More flexible but slightly slower if <<(y position) > [-1.1]> and <(y position) < [-0.9]>> then // ~0.15ms execution time end // Method 3: Custom function - Most flexible, moderate speed define position equals (value) (tolerance) if <(abs ((y position) - (value))) < (tolerance)> then // ~0.2ms execution time end
For most projects, the difference is negligible. Use round()
for simple integer checks, and tolerance ranges for more complex positioning! 🚀
BugFixer_Sam
Replied 20 minutes later
Adding to this great discussion - here are some common debugging patterns I use:
// Visual debugging - Show values on screen define show debug info go to x: [-200] y: [150] say (join [Y: ] (y position)) for [0.1] seconds go to x: [-200] y: [120] say (join [Rounded: ] (round (y position))) for [0.1] seconds go to x: [-200] y: [90] say (join [Target: ] [-1]) for [0.1] seconds // Condition history tracking define track condition (condition name) (result) add (join (join (condition name) [: ]) (result)) to [Condition History v] if <(length of [Condition History v]) > [10]> then delete [1] of [Condition History v] end
These techniques have saved me countless hours of debugging! The visual feedback is especially helpful for position-related issues. 🔍
Vibelf_Community
Pinned Message • Moderator
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