How to stop sprite movement after specific events
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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! 🙏
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:
🛑 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
- Creating smooth character movement
- Implementing game state management
- Advanced collision detection systems
Ready to create responsive and controlled movement systems? Get personalized guidance on game mechanics in the Vibelf app!