How to manage and sort multiple lists in Scratch games
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ListMaster
Posted on August 5, 2024 • Intermediate
📋 Need help with list sorting and duplicate prevention
Hi everyone! I’m working on a block-building game and I’m facing two major challenges:
- Preventing duplicate blocks: I need to stop multiple blocks from being placed at the same position. I tried using list contains checks but it’s not working properly.
- Sorting multiple lists together: I want to sort blocks by their Y position for proper rendering order, but I also need to keep the X positions and block types synchronized with the same sorting order.
The goal is to have blocks further away render first for consistent perspective. Any help would be much appreciated! 🤔
DataStructure_Expert
Replied 2 hours later • ⭐ Best Answer
Great questions @ListMaster! List management is crucial for complex games. Here’s a comprehensive solution for both problems:
🚫 Problem 1: Preventing Duplicate Block Placement
The issue with simple contains
checks is that they don’t verify position pairs. Here’s the correct approach:
// Create these lists for your blocks // x_positions, y_positions, block_types when [space v] key pressed set [block_exists v] to [false] set [index v] to [1] // Check all existing blocks repeat (length of [x_positions v]) if <<(x position) = (item (index) of [x_positions v])> and <(y position) = (item (index) of [y_positions v])>> then set [block_exists v] to [true] stop [this script v] end change [index v] by [1] end // Only place block if position is empty if <(block_exists) = [false]> then add (x position) to [x_positions v] add (y position) to [y_positions v] add (current_block_type) to [block_types v] // Place your block here end
📊 Problem 2: Sorting Multiple Lists Simultaneously
Here’s a bubble sort implementation that keeps all lists synchronized:
// Bubble sort all lists by Y position define sort lists by y position set [sorted v] to [false] repeat until <(sorted) = [true]> set [sorted v] to [true] set [i v] to [1] repeat ((length of [y_positions v]) - [1]) // Compare adjacent Y positions if <(item (i) of [y_positions v]) > (item ((i) + [1]) of [y_positions v])> then // Swap Y positions set [temp_y v] to (item (i) of [y_positions v]) replace item (i) of [y_positions v] with (item ((i) + [1]) of [y_positions v]) replace item ((i) + [1]) of [y_positions v] with (temp_y) // Swap X positions (same indexes) set [temp_x v] to (item (i) of [x_positions v]) replace item (i) of [x_positions v] with (item ((i) + [1]) of [x_positions v]) replace item ((i) + [1]) of [x_positions v] with (temp_x) // Swap block types (same indexes) set [temp_type v] to (item (i) of [block_types v]) replace item (i) of [block_types v] with (item ((i) + [1]) of [block_types v]) replace item ((i) + [1]) of [block_types v] with (temp_type) set [sorted v] to [false] end change [i v] by [1] end end
🚀 Optimized Solution: Insertion Sort
For better performance, use insertion sort when adding new blocks:
define add block at x (x) y (y) type (type) // Find correct position to insert set [insert_position v] to [1] repeat (length of [y_positions v]) if <(y) < (item (insert_position) of [y_positions v])> then stop [this script v] // Found position end change [insert_position v] by [1] end // Insert at correct position insert (y) at (insert_position) of [y_positions v] insert (x) at (insert_position) of [x_positions v] insert (type) at (insert_position) of [block_types v]
🎮 Rendering with Proper Depth
Now render blocks in the correct order:
when flag clicked forever delete all of [rendered_blocks v] // Render from back to front (sorted by Y) set [i v] to [1] repeat (length of [y_positions v]) // Create block at position create clone of [block v] // Tell clone its properties add (item (i) of [x_positions v]) to [rendered_blocks v] add (item (i) of [y_positions v]) to [rendered_blocks v] add (item (i) of [block_types v]) to [rendered_blocks v] change [i v] by [1] end end
💡 Pro Tips for List Management
- Use consistent indexing: Always keep related lists the same length
- Consider using custom blocks: Create reusable functions for common operations
- Optimize for your use case: If you’re mostly adding blocks, insertion sort is better than bubble sort
- Debug with visual feedback: Show list contents on screen while testing
This should solve both your duplicate prevention and sorting issues! Let me know if you need clarification on any part! 😊
ListMaster
Replied 1 hour later
@DataStructure_Expert This is exactly what I needed! Thank you so much! 🎉
The insertion sort approach is brilliant - now my blocks are always sorted and I don’t need to sort the entire list every time. The duplicate prevention is working perfectly too!
OptimizationPro
Replied 2 hours later
Great solution! Here are some additional optimization tips for large lists:
- Spatial partitioning: Divide your world into chunks and only check blocks in nearby chunks
- Lazy sorting: Only sort when the view changes, not every frame
- Binary search: For very large sorted lists, use binary search for faster lookups
- Culling: Don’t render blocks that are off-screen
// Example: Chunk-based collision detection define check collision in chunk (chunk_x) (chunk_y) set [start_index v] to ((chunk_y) * [chunks_per_row] + (chunk_x)) // Only check blocks in this chunk repeat [blocks_per_chunk] // Check collision logic here end
These techniques can handle thousands of blocks efficiently! 🚀
Vibelf_Community
Pinned Message • Moderator
🚀 Want to Master Advanced Data Structures?
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- 📊 Advanced sorting algorithms (quicksort, mergesort)
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📚 Related Discussions
- Implementing efficient search algorithms
- Creating dynamic inventory systems
- Building save/load systems with lists
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