How to make sprites rotate towards coordinates using trigonometry in Scratch
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MathCoder_Sam
Posted on July 21, 2025 • Advanced
📐 Trigonometry Help - Sprite Rotation Issues
Hey everyone! I’m struggling with trigonometry in Scratch and need some help. 😅
I’m trying to make a sprite rotate towards specific x,y coordinates using this formula:
atan2((x - xpos)/(y - ypos))
The problem: When I point to coordinates below the sprite, it rotates in the opposite direction instead of pointing down! 🤔
Scratch’s direction system seems so inefficient for this kind of math. Has anyone dealt with this before? Any help would be appreciated!
MathMaster_Pro
Replied 30 minutes later • ⭐ Best Answer
Great question @MathCoder_Sam! This is a classic trigonometry issue that many developers encounter. Let me explain the problem and provide a complete solution:
🧮 Understanding the Problem
🔧 The Complete Solution
Here’s a proper atan2 implementation that handles all quadrants correctly:
// Custom block: Rotate Towards Point define rotate towards x: (target x) y: (target y) with speed: (rotation speed) // Calculate the differences set [dx v] to ((target x) - (x position)) set [dy v] to ((target y) - (y position)) // Proper atan2 implementation if <(dy) = [0]> then if <(dx) > [0]> then set [target direction v] to [90] // Right else set [target direction v] to [-90] // Left end else // Calculate base angle set [base angle v] to ([atan v] of ((dx) / (dy))) // Adjust for quadrants if <(dy) > [0]> then set [target direction v] to (base angle) // Quadrants I & II else set [target direction v] to ((base angle) + [180]) // Quadrants III & IV end end // Smooth rotation towards target set [angle difference v] to ((target direction) - (direction)) // Normalize angle difference to [-180, 180] if <(angle difference) > [180]> then change [angle difference v] by [-360] end if <(angle difference) < [-180]> then change [angle difference v] by [360] end // Apply rotation with speed limit if <(angle difference) > (rotation speed)> then turn cw (rotation speed) degrees else if <(angle difference) < (0 - (rotation speed))> then turn ccw (rotation speed) degrees else point in direction (target direction) end end
🎯 Advanced Rotation System
For even smoother rotation with easing:
// Enhanced rotation with easing define smooth rotate towards x: (target x) y: (target y) // Calculate target direction using proper atan2 set [dx v] to ((target x) - (x position)) set [dy v] to ((target y) - (y position)) // Handle edge cases if <((dx) = [0]) and ((dy) = [0])> then stop [this script v] // Already at target end // Calculate angle in degrees (Scratch format) if <(dy) = [0]> then if <(dx) > [0]> then set [target angle v] to [90] else set [target angle v] to [-90] end else set [raw angle v] to ([atan v] of ((dx) / (dy))) if <(dy) > [0]> then set [target angle v] to (raw angle) else set [target angle v] to ((raw angle) + [180]) end end // Calculate shortest rotation path set [angle diff v] to ((target angle) - (direction)) repeat until <(angle diff) <= [180]> change [angle diff v] by [-360] end repeat until <(angle diff) > [-180]> change [angle diff v] by [360] end // Smooth rotation with easing set [rotation speed v] to ((angle diff) * [0.1]) // 10% easing if <([abs v] of (rotation speed)) < [0.5]> then point in direction (target angle) // Snap when close else turn cw (rotation speed) degrees end
🚀 Instant Rotation (No Animation)
If you just need instant rotation without smooth animation:
// Instant rotation to target define point towards x: (target x) y: (target y) set [dx v] to ((target x) - (x position)) set [dy v] to ((target y) - (y position)) // Quick atan2 implementation if <(dy) = [0]> then if <(dx) > [0]> then point in direction [90] else point in direction [-90] end else point in direction (([atan v] of ((dx) / (dy))) + ((180) * <(dy) < [0]>)) end
📊 Understanding Scratch’s Direction System
Key differences between mathematical angles and Scratch directions:
// Direction conversion reference // Mathematical: 0° = Right, increases counter-clockwise // Scratch: 0° = Up, increases clockwise // Convert math angle to Scratch direction: define math to scratch angle: (math angle) set [scratch direction v] to ((90) - (math angle)) // Convert Scratch direction to math angle: define scratch to math angle: (scratch direction) set [math angle v] to ((90) - (scratch direction))
🎮 Practical Example: Turret Tracking
Here’s how to use this in a real game scenario:
// Turret that tracks the player when flag clicked forever // Get player position set [player x v] to (x position of [Player v]) set [player y v] to (y position of [Player v]) // Calculate distance set [distance v] to ([sqrt v] of (((player x) - (x position)) ^ (2) + ((player y) - (y position)) ^ (2))) // Only track if player is in range if <(distance) < [200]> then smooth rotate towards x: (player x) y: (player y) // Fire if facing the right direction set [angle to player v] to ([atan v] of (((player x) - (x position)) / (((player y) - (y position)) + (0.001)))) if <([abs v] of ((direction) - (angle to player))) < [5]> then broadcast [fire projectile v] end end end
🔍 Debugging Tips
- Visualize angles: Use the “say” block to display calculated angles
- Check quadrants: Test with targets in all four quadrants
- Handle edge cases: What happens when dx or dy is zero?
- Normalize angles: Keep angles within [-180, 180] range
- Use small steps: For smooth rotation, use small angle increments
This should solve your rotation issues completely! The key is proper quadrant handling and understanding Scratch’s coordinate system. 🎯
MathCoder_Sam
Replied 1 hour later
@MathMaster_Pro This is absolutely incredible! 🤯
I never understood the quadrant issue before - your explanation with the coordinate system differences makes perfect sense. The smooth rotation with easing is exactly what I needed for my game!
The turret tracking example is pure gold. Thank you so much! 🙏
GameTech_Wizard
Replied 2 hours later
Excellent tutorial @MathMaster_Pro! 👏
For anyone working with advanced rotation mechanics, here are some additional use cases:
- Orbital motion: Sprites rotating around a central point
- Projectile prediction: Leading targets that are moving
- Camera following: Smooth camera rotation in 3D-style games
- Steering behaviors: AI entities that smoothly turn toward goals
- Physics simulation: Realistic angular momentum and rotation
Trigonometry opens up so many advanced game mechanics! 🎮
Vibelf_Community
Pinned Message • Moderator
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- 🧮 Advanced mathematical algorithms and formulas
- 🎯 Precision targeting and tracking systems
- 🌀 Complex rotation and transformation mechanics
- 🚀 Physics simulation and realistic movement
📚 Related Topics
- Advanced physics simulation in Scratch
- 3D mathematics and transformations
- AI pathfinding and steering behaviors
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