How to detect collision with invisible walls in Scratch platformers
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PlatformerDev_Alex
Posted on March 12, 2023 • Intermediate
🚧 How to create invisible walls in platformers?
Hi everyone! I’m working on a platformer game and I want to add invisible walls to create boundaries and secret areas. I’ve tried using the ghost effect to make walls invisible, but I’m having trouble with collision detection.
The walls are invisible now, but the player just passes through them instead of colliding. How can I make them act like normal walls while staying completely invisible?
Any help with the collision detection code would be greatly appreciated! 🎮
CollisionMaster_Pro
Replied 4 minutes later • ⭐ Best Answer
Great question @PlatformerDev_Alex! Invisible walls are a fantastic game mechanic. Here are multiple methods to implement them:
🔍 Invisible Wall Detection Methods
Here’s how different collision detection approaches work:
👻 Method 1: Ghost Effect (Recommended)
The simplest and most effective method:
// In your invisible wall sprite when flag clicked set [ghost v] effect to [100] // Completely invisible forever // Wall stays in position go to x: [200] y: [0] // Set wall position end // In your player sprite when flag clicked forever if <key [right arrow v] pressed?> then change x by [5] if <touching [Invisible Wall v]?> then change x by [-5] // Reverse movement // Optional: play sound effect play sound [bump v] end end if <key [left arrow v] pressed?> then change x by [-5] if <touching [Invisible Wall v]?> then change x by [5] // Reverse movement end end end
🎨 Method 2: Custom Costume Approach
For more control over wall appearance:
// Create a wall sprite with transparent costume // In the wall sprite when flag clicked switch costume to [transparent wall v] // Invisible costume show // Sprite is visible but costume is transparent // Alternative: Use ghost effect with slight visibility set [ghost v] effect to [99] // Almost invisible (1% visible) // This helps with debugging - you can still see the wall faintly
📐 Method 3: Coordinate-Based Detection
For complex wall shapes or when you need precise control:
// Define invisible wall boundaries when flag clicked set [wall left v] to [180] set [wall right v] to [220] set [wall top v] to [100] set [wall bottom v] to [-100] // In player movement code define check invisible walls if <<(x position) > (wall left)> and <(x position) < (wall right)>> then if <<(y position) > (wall bottom)> and <(y position) < (wall top)>> then // Player is inside wall area - push them out if <(previous x) < (wall left)> then set x to (wall left) else set x to (wall right) end end end
🖊️ Method 4: Pen-Based Collision (Advanced)
For when you want walls drawn by pen to be invisible:
// Create invisible pen walls when flag clicked pen up set pen color to [#000000] // Black color set pen size to [10] // Draw invisible wall (don't actually draw, just track coordinates) go to x: [200] y: [100] pen down go to x: [200] y: [-100] pen up // Collision detection using color sensing define check pen collision if <touching color [#000000]?> then // Move player away from wall change x by [-5] end
🚀 Advanced Features
Enhance your invisible walls with these features:
// One-way invisible walls define check one way wall if <touching [One Way Wall v]?> then if <(x velocity) > [0]> then // Moving right change x by [(x velocity) * [-1]] // Block movement end // Allow movement in other directions end // Invisible walls with sound effects define wall collision effect if <touching [Invisible Wall v]?> then play sound [wall hit v] // Optional: screen shake effect repeat [3] change x by [2] wait [0.05] seconds change x by [-2] wait [0.05] seconds end end // Debug mode to show invisible walls when [space v] key pressed if <(debug mode) = [on]> then broadcast [show walls v] else broadcast [hide walls v] end // In wall sprites when I receive [show walls v] set [ghost v] effect to [50] // Semi-transparent when I receive [hide walls v] set [ghost v] effect to [100] // Invisible
💡 Pro Tips
- Ghost effect 100% vs 99%: Both work for collision detection, but 100% is completely invisible
- Layer management: Put invisible walls on a separate layer for organization
- Debug mode: Always include a way to temporarily show walls for testing
- Performance: Use simple rectangular walls when possible for better performance
- Player feedback: Add subtle effects (sound, screen shake) when hitting invisible walls
Hope this comprehensive guide helps you implement invisible walls perfectly! Let me know if you need clarification on any method! 🎮
GameEngine_Sarah
Replied 20 minutes later
@CollisionMaster_Pro excellent explanation! I want to add a crucial point about performance:
⚡ Performance Optimization:
When using multiple invisible walls, consider grouping them into a single sprite with multiple costumes or using a more efficient detection system:
// Instead of many wall sprites, use one sprite with regions define check all walls // Check multiple wall regions in one sprite if <<touching color [#FF0000]?> or <touching color [#00FF00]?>> then // Different colors for different wall types change x by [-5] end
This reduces the number of collision checks and improves game performance! 🚀
PlatformerDev_Alex
Replied 1 hour later
@CollisionMaster_Pro @GameEngine_Sarah Thank you both so much! 🎉
The ghost effect method worked perfectly! I used ghost effect 100% and the touching blocks still detect collision flawlessly. My invisible walls are now working exactly as intended.
The debug mode tip was especially helpful - being able to toggle wall visibility made testing so much easier. My platformer now has some cool secret areas! 🕵️♂️
Vibelf_Community
Pinned Message • Moderator
🚀 Master Advanced Platformer Development
Great discussion on invisible walls! For those building sophisticated platformer games, our community can help you with:
- 🎮 Advanced collision systems
- 🏃♂️ Complex player movement mechanics
- 🗺️ Multi-level world design
- ⚡ Performance optimization techniques
📚 Related Topics
- Building smooth player movement systems
- Advanced collision detection techniques
- Creating dynamic level boundaries
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