Debugging Collision Detection Issues in Scratch Games
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GameDev_Emma
Posted on January 23, 2024 • Intermediate
🐛 Collision Detection Bug - Player Clipping Through Walls
Hey everyone! I’m working on a platformer game and I’m having issues with collision detection. I followed a YouTube tutorial, but there’s a weird bug where:
- 🚧 Player sometimes clips through walls in specific spots
- 🐌 Movement becomes slow and jerky near walls
- ⬆️⬇️ Up and down arrow keys cause the player to sink into walls
I think there might be an issue with my collision code, but I can’t figure out what’s wrong. The movement feels really weird and unpredictable! 😵💫
Has anyone encountered similar issues? Any debugging tips would be super helpful!
CollisionDetective_Max
Replied 30 minutes later • ⭐ Best Answer
I can spot the issue right away @GameDev_Emma! This is a classic collision detection bug that many beginners encounter. Let me break down what’s happening and how to fix it:
🔍 The Problem: Axis Confusion
The issue is in your collision response code. You’re mixing up X and Y coordinates! Here’s what’s probably happening:
🚨 Common Buggy Code
Here’s what your code probably looks like (the problematic version):
forever // Movement code here... if <touching [Walls v]?> then change x by ((Y speed) * (-1)) // ❌ WRONG! This is the bug! set [Y speed v] to [0] end end
✅ The Correct Solution
Here’s the fixed version with proper axis handling:
// Proper collision detection with separate X and Y handling when flag clicked set [X speed v] to [0] set [Y speed v] to [0] forever // Handle horizontal movement if <<key [right arrow v] pressed?> or <key [d v] pressed?>> then set [X speed v] to [5] end if <<key [left arrow v] pressed?> or <key [a v] pressed?>> then set [X speed v] to [-5] end if <not <<key [right arrow v] pressed?> or <key [left arrow v] pressed?>>> then set [X speed v] to [0] end // Handle vertical movement (gravity/jumping) if <<key [up arrow v] pressed?> or <key [w v] pressed?>> then if <touching [Ground v]?> then set [Y speed v] to [15] // Jump strength end end change [Y speed v] by [-1] // Gravity // Apply horizontal movement with collision change x by (X speed) if <touching [Walls v]?> then change x by ((X speed) * (-1)) // ✅ Correct: reverse X movement set [X speed v] to [0] end // Apply vertical movement with collision change y by (Y speed) if <touching [Walls v]?> then change y by ((Y speed) * (-1)) // ✅ Correct: reverse Y movement set [Y speed v] to [0] end end
🎯 Advanced Collision Detection
For even better collision detection, separate X and Y collision checks:
// Advanced method: Check each axis separately define handle movement // Move horizontally first change x by (X speed) if <touching [Walls v]?> then change x by ((X speed) * (-1)) set [X speed v] to [0] broadcast [wall hit horizontally v] end // Then move vertically change y by (Y speed) if <touching [Walls v]?> then change y by ((Y speed) * (-1)) if <(Y speed) < [0]> then broadcast [landed on ground v] else broadcast [hit ceiling v] end set [Y speed v] to [0] end
🛠️ Debugging Tips
1. Visual Debugging:
// Add visual feedback to see what's happening when flag clicked forever set [debug info v] to (join [X: ] (join (X speed) (join [ Y: ] (Y speed)))) end
2. Step-by-Step Testing:
- 🔍 Test horizontal movement only (disable vertical)
- 🔍 Test vertical movement only (disable horizontal)
- 🔍 Check collision detection with simple shapes first
- 🔍 Use say blocks to display variable values
3. Common Pitfalls to Avoid:
- ❌ Don’t mix up X and Y coordinates
- ❌ Don’t use the same collision check for both axes
- ❌ Don’t forget to reset speed variables after collision
- ❌ Don’t make collision boxes too complex initially
🎮 Testing Your Fix
After implementing the fix, test these scenarios:
- 🧪 Walk into walls from all directions
- 🧪 Jump into walls and ceilings
- 🧪 Try to clip through corners
- 🧪 Test rapid key presses
- 🧪 Check movement feels smooth and responsive
The key insight is: always reverse movement on the same axis that caused the collision! 🎯
GameDev_Emma
Replied 1 hour later
@CollisionDetective_Max OMG THANK YOU! 🎉 That was exactly the problem!
I was indeed using change x by ((Y speed) * (-1))
instead of change y by ((Y speed) * (-1))
. Such a simple fix but it makes perfect sense now!
The movement feels so much smoother now. The debugging tips are also super helpful - I’ll definitely use the visual feedback technique for future projects! 🙏
PhysicsGuru_Alex
Replied 2 hours later
Great solution @CollisionDetective_Max! 👏 I’d like to add a few more advanced tips for collision detection:
🎯 Pixel-Perfect Collision:
For more precise collision detection, consider checking collision before moving:
// Predictive collision detection define safe move x (distance) change x by (distance) if <touching [Walls v]?> then change x by ((distance) * (-1)) set [X speed v] to [0] end define safe move y (distance) change y by (distance) if <touching [Walls v]?> then change y by ((distance) * (-1)) set [Y speed v] to [0] end
🏃♂️ Smooth Movement:
For high-speed movement, check collision in smaller steps to prevent clipping through thin walls!
Vibelf_Community
Pinned Message • Moderator
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