Fixing collision issues with clone sprites lagging behind camera movement
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GameDev_Jordan
Posted on July 24, 2025 • Advanced
🎮 Camera lag causing collision problems
Hey everyone! I’m working on a top-down scrolling game and running into a frustrating issue:
- Clone sprites (like loot crates) lag behind camera movement
- This causes collision detection problems
- Player gets stuck in objects due to positioning mismatch
- Movement looks jittery and unprofessional
I tried using stamps but that created layering and collision issues. Is there a proper way to synchronize camera movement with clone positioning? 🤔
CameraExpert_Pro
Replied 4 hours later • ⭐ Best Answer
Excellent question @GameDev_Jordan! This is a classic execution order problem in scrolling games. Let me show you the proper solution:
🔄 The Problem: Execution Order
Here’s what’s happening in your current setup:
✅ The Solution: Controlled Execution Order
We need to control the order using broadcasts:
🎮 Main Game Loop (Stage or Controller Sprite)
Create a central controller that manages execution order:
when flag clicked forever // Step 1: Update player and camera broadcast [update player v] and wait // Step 2: Update all world objects broadcast [update world v] and wait // Step 3: Update UI elements broadcast [update ui v] and wait // Optional: Add frame rate control wait (0.016) seconds // ~60 FPS end
🏃 Player Sprite Code
Player handles movement and camera updates:
when I receive [update player v] // Handle player input if <key [up arrow v] pressed?> then change y by (5) end if <key [down arrow v] pressed?> then change y by (-5) end if <key [left arrow v] pressed?> then change x by (-5) end if <key [right arrow v] pressed?> then change x by (5) end // Update camera scroll values set [camera x v] to (x position) set [camera y v] to (y position) // Keep player centered on screen go to x: (0) y: (0)
📦 Loot Crate/Object Sprites
Objects update their positions based on camera:
when I receive [update world v] // Calculate screen position based on world position and camera set [screen x v] to ((world x) - (camera x)) set [screen y v] to ((world y) - (camera y)) // Move to calculated position go to x: (screen x) y: (screen y) // Check if object should be visible if <<(screen x) > [-300]> and <<(screen x) < [300]> and <<(screen y) > [-200]> and <(screen y) < [200]>>>> then show else hide end
🔧 Clone Management System
For clones, use this pattern:
// Main sprite creates clones with world positions when flag clicked set [world x v] to [100] set [world y v] to [50] create clone of [myself v] set [world x v] to [200] set [world y v] to [100] create clone of [myself v] // Hide main sprite hide // Clone behavior when I start as a clone set [my world x v] to (world x) set [my world y v] to (world y) show when I receive [update world v] // Each clone updates its screen position set [screen x v] to ((my world x) - (camera x)) set [screen y v] to ((my world y) - (camera y)) go to x: (screen x) y: (screen y) // Collision detection with player if <touching [Player v]?> then // Handle collision broadcast [item collected v] delete this clone end
🚀 Advanced Optimization
For better performance with many objects:
// Only update visible objects when I receive [update world v] set [screen x v] to ((my world x) - (camera x)) set [screen y v] to ((my world y) - (camera y)) // Culling: only process if on screen if <<(screen x) > [-350]> and <<(screen x) < [350]> and <<(screen y) > [-250]> and <(screen y) < [250]>>>> then go to x: (screen x) y: (screen y) show // Only check collisions for visible objects if <touching [Player v]?> then // Handle collision end else hide end
💡 Pro Tips
- Use “and wait”: Ensures each step completes before the next
- Separate world and screen coordinates: Makes positioning logic clearer
- Implement object culling: Hide off-screen objects for better performance
- Test with many objects: Make sure performance stays smooth
This approach eliminates lag and creates smooth, professional-looking camera movement! 🎯
GameDev_Jordan
Replied 2 hours later
@CameraExpert_Pro This is exactly what I needed! 🙌
The broadcast system with “and wait” completely solved the synchronization issue. My loot crates now move perfectly smooth with the camera, and collision detection works flawlessly.
The object culling tip is brilliant too - my game runs much smoother now with lots of objects on screen. Thank you!
PerformanceOptimizer
Replied 1 hour later
Great solution! Here are some additional performance tips for large scrolling worlds:
⚡ Performance Enhancements
- Chunk loading: Only create clones for objects near the player
- Distance-based updates: Update distant objects less frequently
- Pooling system: Reuse clones instead of constantly creating/deleting
// Distance-based update frequency when I receive [update world v] set [distance to player v] to (distance to [Player v]) if <(distance to player) < [100]> then // Update every frame (smooth) go to x: ((my world x) - (camera x)) y: ((my world y) - (camera y)) else if <(distance to player) < [300]> then // Update every 3rd frame if <((timer) mod (3)) = [0]> then go to x: ((my world x) - (camera x)) y: ((my world y) - (camera y)) end end end
This keeps your game running smoothly even with hundreds of objects! 🚀
Vibelf_Community
Pinned Message • Moderator
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