Creating Button Combination Sequences in Scratch (Konami Code Style)
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InputMaster_Ryan
Posted on January 25, 2024 • Intermediate
🎮 Need Help with Button Combination Sequences
Hey everyone! I’m trying to implement a button combination system like the famous Konami Code in my game. The idea is:
- ⬆️ Player presses UP arrow
- ⏱️ System waits for next input (with timeout)
- ⬆️ Player presses UP arrow again
- ⏱️ Wait for next input…
- 🎉 If sequence is completed correctly, trigger special effect!
I want to create a system where:
- 🔄 Each button press advances to the next step in the sequence
- ⏰ There’s a timeout period for each input
- ❌ Wrong input resets the sequence
- ✅ Completing the sequence triggers a cheat code or special feature
How do I implement this kind of sequential input detection? Any help would be amazing! 🙏
SequenceCoder_Maya
Replied 1 hour later • ⭐ Best Answer
Awesome question @InputMaster_Ryan! Button combination sequences are super fun to implement. Let me show you how to build a robust system that can handle any sequence you want:
🏗️ System Architecture
Here’s how a proper sequence detection system works:
🎯 Step 1: Setup Variables and Sequence
First, let’s set up the core system variables:
// Initialize the sequence system when flag clicked set [Sequence Step v] to [1] set [Input Timer v] to [0] set [Max Wait Time v] to [180] // 3 seconds at 60 FPS set [Sequence Active v] to [true] // Define the Konami Code sequence set [Step 1 v] to [up arrow] set [Step 2 v] to [up arrow] set [Step 3 v] to [down arrow] set [Step 4 v] to [down arrow] set [Step 5 v] to [left arrow] set [Step 6 v] to [right arrow] set [Step 7 v] to [left arrow] set [Step 8 v] to [right arrow] set [Total Steps v] to [8]
⌨️ Step 2: Input Detection System
Create a system that detects key presses and validates them:
// Main input detection loop when flag clicked forever if <(Sequence Active) = [true]> then // Check for the expected key set [Expected Key v] to (item (Sequence Step) of [Sequence v]) if <key (Expected Key) pressed?> then // Correct key pressed! change [Sequence Step v] by [1] set [Input Timer v] to [0] // Visual feedback play sound [beep v] say (join [Step ] (join ((Sequence Step) - [1]) [ correct!])) for (0.5) seconds // Check if sequence is complete if <(Sequence Step) > (Total Steps)> then broadcast [sequence complete v] set [Sequence Step v] to [1] set [Sequence Active v] to [false] wait (2) seconds set [Sequence Active v] to [true] end else // Check for wrong key press if <<key [up arrow v] pressed?> or <<key [down arrow v] pressed?> or <<key [left arrow v] pressed?> or <key [right arrow v] pressed?>>>> then // Wrong key pressed - reset sequence set [Sequence Step v] to [1] set [Input Timer v] to [0] play sound [buzz v] say [Wrong key! Sequence reset.] for (1) seconds end end // Handle timeout change [Input Timer v] by [1] if <(Input Timer) > (Max Wait Time)> then set [Sequence Step v] to [1] set [Input Timer v] to [0] say [Timeout! Sequence reset.] for (1) seconds end end end
🎉 Step 3: Sequence Completion Handler
Handle what happens when the sequence is successfully completed:
// Handle sequence completion when I receive [sequence complete v] play sound [success v] say [KONAMI CODE ACTIVATED!] for (2) seconds // Add your cheat code effects here: change [Lives v] by [30] // Extra lives change [Score v] by [10000] // Bonus points set [Invincible v] to [true] // Temporary invincibility wait (10) seconds set [Invincible v] to [false] // Visual effects repeat (10) change [color v] effect by (25) wait (0.1) seconds end clear graphic effects
🔧 Step 4: Advanced Features
Multiple Sequences:
// Support for multiple different sequences define check sequence (sequence name) if <(sequence name) = [konami]> then set [Active Sequence v] to [konami] set [Total Steps v] to [8] end if <(sequence name) = [debug]> then set [Active Sequence v] to [debug] set [Total Steps v] to [4] // Debug sequence: up, down, left, right end if <(sequence name) = [powerup]> then set [Active Sequence v] to [powerup] set [Total Steps v] to [6] // Power-up sequence: left, right, left, right, up, down end
Visual Progress Indicator:
// Show sequence progress when flag clicked forever if <(Sequence Active) = [true]> then set [Progress v] to (join [Sequence: ] (join ((Sequence Step) - [1]) (join [/] (Total Steps)))) // Show expected next key if <(Sequence Step) ≤ (Total Steps)> then set [Next Key v] to (item (Sequence Step) of [Sequence v]) set [Hint v] to (join [Next: ] (Next Key)) end else set [Progress v] to [] set [Hint v] to [] end end
Difficulty Levels:
// Adjustable difficulty define set difficulty (level) if <(level) = [easy]> then set [Max Wait Time v] to [300] // 5 seconds end if <(level) = [normal]> then set [Max Wait Time v] to [180] // 3 seconds end if <(level) = [hard]> then set [Max Wait Time v] to [120] // 2 seconds end if <(level) = [expert]> then set [Max Wait Time v] to [60] // 1 second end
🎮 Step 5: Custom Sequence Builder
Allow players to create their own sequences:
// Custom sequence recorder when [r v] key pressed if <(Recording Mode) = [true]> then set [Recording Mode v] to [false] say [Recording stopped. Sequence saved!] for (2) seconds else set [Recording Mode v] to [true] delete all of [Custom Sequence v] say [Recording sequence... Press R again to stop.] for (2) seconds end // Record key presses when flag clicked forever if <(Recording Mode) = [true]> then if <key [up arrow v] pressed?> then add [up arrow] to [Custom Sequence v] wait until <not <key [up arrow v] pressed?>> end if <key [down arrow v] pressed?> then add [down arrow] to [Custom Sequence v] wait until <not <key [down arrow v] pressed?>> end // Add more keys as needed... end end
🛠️ Implementation Tips
- 🎯 Start Simple: Begin with a short 3-4 key sequence
- ⏰ Timing is Key: Adjust timeout based on your game’s pace
- 🔊 Feedback: Always provide audio/visual feedback for each step
- 🧪 Test Thoroughly: Try different timing and wrong key scenarios
- 🎨 Polish: Add particle effects and satisfying completion rewards
Pro Tips:
- 💡 Use lists to store sequences for easy modification
- 💡 Consider allowing partial resets (wrong key doesn’t reset completely)
- 💡 Add easter eggs with different sequences for different effects
- 💡 Make sequences discoverable through hints or documentation
The key insight is treating the sequence as a state machine where each correct input advances the state! 🎯
InputMaster_Ryan
Replied 2 hours later
@SequenceCoder_Maya This is absolutely perfect! 🤩 Thank you so much!
I love how you broke it down into a state machine - that makes so much sense! The timeout system and visual feedback are exactly what I needed. I’m implementing this right now and it’s working beautifully!
Quick question: How would I modify this to work with mouse clicks or custom sprites instead of just arrow keys?
SequenceCoder_Maya
Replied 30 minutes later
@InputMaster_Ryan Great question! For mouse clicks and custom sprites, you can adapt the system like this:
// For clickable sprites (create one for each button) when this sprite clicked if <(Expected Input) = [button1]> then broadcast [correct input v] else broadcast [wrong input v] end // For mouse position-based sequences when flag clicked forever if <(Expected Input) = [top area]> then if <<mouse down?> and <(mouse y) > [100]>> then broadcast [correct input v] end end end
You can even create gesture-based sequences by tracking mouse movement patterns! 🎨
Vibelf_Community
Pinned Message • Moderator
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