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How to stop sprite movement after specific events

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💡 Having trouble controlling sprite movement and stopping scripts? Need help with event handling? 🚀 Get Help Now

MM

MovementMaster

Posted on March 1, 2022 • Beginner

🛑 How to stop sprite movement after events?

Hi everyone! I’m working on a game where I need sprites to stop moving when certain events happen (like collisions, reaching goals, or game over). Right now my sprites keep moving even after these events occur.

I need help with:

  • Stopping movement scripts when events trigger
  • Controlling which sprites stop and which continue
  • Making sure the right movement stops at the right time

Can someone show me the best way to handle this? Thanks! 🙏

SC

ScriptController

Replied 1 hour later • ⭐ Best Answer

Great question @MovementMaster! Controlling sprite movement is essential for good game mechanics. Here are several effective methods:

🎮 Movement Control Flow

Here’s how movement control systems work:

flowchart TD A[🚀 Game Start] --> B[Start Movement Scripts] B --> C[🎮 Movement Active] C --> D{Event Occurs?} D -->|Collision| E[Stop Movement Scripts] D -->|Goal Reached| F[Stop All Scripts] D -->|Game Over| G[Stop Everything] D -->|Continue| C E --> H[Handle Collision] F --> I[Victory Sequence] G --> J[Game Over Screen] H --> K{Resume Movement?} K -->|Yes| B K -->|No| L[Stay Stopped] I --> M[End Game] J --> M L --> N[Wait for Reset] style A fill:#e1f5fe style E fill:#fff3e0 style F fill:#e8f5e8 style G fill:#ffebee

🛑 Method 1: Stop Other Scripts

The most common way to stop movement:

    when I receive [stop movement v]
stop [other scripts in sprite v]
  

Use this when you want to stop all movement scripts in a specific sprite:

    when flag clicked
forever
if <touching [wall v]?> then
broadcast [stop movement v]
end
end
  

🎯 Method 2: Variable-Based Control

Use a variable to control when movement should happen:

    when flag clicked
set [can_move v] to [true]
forever
if <(can_move) = [true]> then
if <key [right arrow v] pressed?> then
change x by (5)
end
if <key [left arrow v] pressed?> then
change x by (-5)
end
end
end
  

To stop movement, just change the variable:

    when I receive [collision v]
set [can_move v] to [false]
wait (2) seconds
set [can_move v] to [true]
  

⚡ Method 3: Event-Driven Movement

Use key press events instead of forever loops:

    when [right arrow v] key pressed
repeat until <not <key [right arrow v] pressed?>>
if <not <touching [obstacle v]?>> then
change x by (3)
end
wait (0.01) seconds
end
  

🔄 Method 4: State-Based System

Create different movement states:

    when flag clicked
set [movement_state v] to [normal]
forever
if <(movement_state) = [normal]> then
// Normal movement code
if <key [space v] pressed?> then
change y by (10)
end
end
if <(movement_state) = [frozen]> then
// No movement allowed
end
if <(movement_state) = [slow]> then
// Slow movement code
if <key [space v] pressed?> then
change y by (2)
end
end
end
  

🎪 Advanced Control Techniques

Selective Script Stopping:

    // Create separate movement scripts
when I receive [start horizontal v]
forever
if <key [right arrow v] pressed?> then
change x by (5)
end
if <key [left arrow v] pressed?> then
change x by (-5)
end
end

when I receive [stop horizontal v]
stop [this script v]
  

Temporary Movement Pause:

    when I receive [pause movement v]
set [movement_paused v] to [true]
wait (3) seconds
set [movement_paused v] to [false]
  

🔧 Pro Tips for Movement Control

  • Use Variables: More flexible than stopping scripts completely
  • Separate Scripts: Different movement types in different scripts
  • State Management: Track what the sprite should be doing
  • Smooth Transitions: Gradually slow down instead of instant stops
  • Visual Feedback: Show players when movement is disabled

🚀 Common Use Cases

  • 🏁 Stopping at finish lines
  • 💥 Freezing during explosions
  • 🗣️ Pausing for dialogue
  • ⏸️ Game pause functionality
  • 🎯 Cutscene control

📚 Related Topics

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