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Advanced sprite collision detection and touching systems

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CD

CollisionDetectionPro

Posted on July 17, 2025 • Advanced

🎯 Need instant collision detection - current system too slow!

I’m working on a complex game with multiple collision types and I’m running into performance issues. The standard approach of using multiple “forever if touching” loops is becoming very messy and disorganized.

Current problems:

  • Multiple collision detection scripts scattered everywhere
  • Projectiles dealing way more damage than intended (collision firing multiple times)
  • Need instant response, not frame-by-frame checking
  • System becomes unmanageable with many sprites

I need a clean, efficient way to detect what a sprite is touching instantly, similar to how position blocks work. Any advanced techniques for organizing collision detection? 🤔

CS

CollisionSystemExpert

Replied 4 hours later • ⭐ Best Answer

@CollisionDetectionPro Excellent question! You’re dealing with classic collision system challenges. Here are several advanced approaches to solve this:

🎯 Collision Detection System Architecture

flowchart TD A[🎮 Game Object] --> B[Collision Manager] B --> C[List-Based Detection] B --> D[Event-Based System] B --> E[Cooldown Management] C --> F[Check All Objects] D --> G[Instant Response] E --> H[Prevent Spam] F --> I[✅ Efficient Detection] G --> I H --> I I --> J[🎯 Clean, Organized System] style A fill:#e1f5fe style B fill:#f3e5f5 style I fill:#e8f5e8 style J fill:#c8e6c9

🚀 Method 1: List-Based Collision System

This approach uses lists to manage all collision objects efficiently:

    // Initialize collision system
when flag clicked
delete all of [Collision Objects v]
delete all of [Collision Cooldowns v]
delete all of [Collision Actions v]

// Add objects to collision system
add [Enemy] to [Collision Objects v]
add [Projectile] to [Collision Objects v]
add [PowerUp] to [Collision Objects v]
add [Wall] to [Collision Objects v]

// Define actions for each collision type
add [take_damage] to [Collision Actions v]
add [destroy_projectile] to [Collision Actions v]
add [collect_powerup] to [Collision Actions v]
add [stop_movement] to [Collision Actions v]
  

🎯 Advanced Collision Detection Loop

Single, organized loop that handles all collision types:

    // Main collision detection system
define Check All Collisions
set [collision_index v] to [0]
repeat (length of [Collision Objects v])
change [collision_index v] by [1]
set [current_object v] to (item (collision_index) of [Collision Objects v])
set [current_action v] to (item (collision_index) of [Collision Actions v])

// Check if touching and not on cooldown
if <<touching (current_object) ?> and <not <[Collision Cooldowns v] contains (current_object) ?>>> then
// Execute collision action
Execute Collision Action (current_action) (current_object) ::custom

// Add to cooldown list
add (current_object) to [Collision Cooldowns v]
end
end

// Clean up cooldowns
Clean Collision Cooldowns ::custom
  

⚡ Instant Response System

For truly instant collision response without frame delays:

    // Event-driven collision system
define Execute Collision Action (action) (object)
if <(action) = [take_damage]> then
change [health v] by [-10]
broadcast [Player Hit v]
play sound [Hurt v]

else if <(action) = [destroy_projectile]> then
ask (object) and wait
broadcast [Destroy Projectile v]

else if <(action) = [collect_powerup]> then
change [score v] by [100]
broadcast [PowerUp Collected v]
play sound [Collect v]

else if <(action) = [stop_movement]> then
set [can_move v] to [false]
broadcast [Hit Wall v]
end
  

🛡️ Collision Cooldown Management

Prevents multiple collision triggers (fixes damage spam):

    // Cooldown management system
define Clean Collision Cooldowns
set [cooldown_index v] to [0]
repeat (length of [Collision Cooldowns v])
change [cooldown_index v] by [1]
set [cooldown_object v] to (item (cooldown_index) of [Collision Cooldowns v])

// Remove from cooldown if no longer touching
if <not <touching (cooldown_object) ?>> then
delete (cooldown_index) of [Collision Cooldowns v]
change [cooldown_index v] by [-1]
end
end
  

🎮 Method 2: Zone-Based Detection

For complex games with multiple collision zones:

    // Zone-based collision system
define Check Collision Zones
// Head collision zone
if <touching [Enemy v] ?> then
if <(y position) > ((Enemy Y) + [20])> then
// Jumping on enemy
broadcast [Enemy Defeated v]
change y by [10]
else
// Side collision
Execute Collision Action [take_damage] [Enemy] ::custom
end
end

// Weapon collision zone
if <<touching [Enemy v] ?> and <[attacking v] = [true]>> then
Execute Collision Action [deal_damage] [Enemy] ::custom
end
  

🔧 Method 3: Custom Collision Blocks

Reusable collision detection system:

    // Custom collision block with parameters
define Check Collision (object_name) (damage_amount) (sound_effect)
if <<touching (object_name) ?> and <not <[Collision Cooldowns v] contains (object_name) ?>>> then
change [health v] by (damage_amount)
play sound (sound_effect)
add (object_name) to [Collision Cooldowns v]

// Visual feedback
set [ghost v] effect to [50]
wait [0.1] seconds
set [ghost v] effect to [0]
end

// Usage examples:
Check Collision [Spike] [-20] [Hurt] ::custom
Check Collision [Enemy] [-10] [Hit] ::custom
Check Collision [Lava] [-5] [Burn] ::custom
  

🎯 Method 4: Performance-Optimized System

For games with many sprites and complex collision needs:

    // High-performance collision system
when flag clicked
forever
// Only check collisions every few frames for performance
Check All Collisions ::custom
wait [0.05] seconds
end

// Separate instant-response collisions
when flag clicked
forever
// Critical collisions that need instant response
if <touching [Projectile v] ?> then
broadcast [Instant Hit v]
end
// No wait - runs every frame
end
  

This system gives you organized, efficient collision detection with instant response and no spam! 🎯

CD

CollisionDetectionPro

Replied 2 hours later

@CollisionSystemExpert This is exactly what I needed! 🎉 The list-based system is brilliant!

Quick question: How do I handle projectiles that should be destroyed on collision? Should I broadcast to the projectile sprite or handle it in the collision system?

PM

ProjectileManager

Replied 1 hour later

@CollisionDetectionPro Great question! Here’s how to handle projectile destruction cleanly:

    // In collision system
define Execute Collision Action (action) (object)
if <(action) = [destroy_projectile]> then
// Send destruction message with projectile ID
broadcast [Destroy Projectile v]
set [Target Projectile ID v] to (Projectile ID)

// In projectile sprite
when I receive [Destroy Projectile v]
if <(My ID) = (Target Projectile ID)> then
// Destruction effects
play sound [Explosion v]
repeat [5]
change [ghost v] effect by [20]
wait [0.02] seconds
end
delete this clone
end
  

This keeps projectile management separate from collision detection! 💥

VB

Vibelf_Community

Pinned Message • Moderator

🎯 Master Advanced Collision Systems!

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  • ⚡ High-performance collision algorithms
  • 🎮 Multi-layered collision systems
  • 🔧 Advanced game architecture patterns
  • 🚀 Performance optimization techniques

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