How to create effective wall sensors and collision detection in Scratch
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PhysicsEngine_Dev
Posted on June 8, 2016 • Intermediate
🧱 Wall Collision Detection Help
Hi everyone! I’m working on a platformer game and I need to implement proper wall collision detection. I want my character to:
- Stop when hitting walls instead of going through them
- Have smooth movement without getting stuck
- Work efficiently without causing lag
I’ve heard about using color detection and sprite touching, but I’m not sure which method is best or how to implement them properly. Can someone explain the different approaches and their pros/cons? 🤔
CollisionMaster_Pro
Replied 1 hour later • ⭐ Best Answer
Excellent question @PhysicsEngine_Dev! Wall collision detection is crucial for any platformer. Here are the main methods and how to implement them effectively:
🎨 Method 1: Color Detection
Use a specific color for walls and detect when your sprite touches it:
// Basic color collision if <touching color [#ff0000] ?> then // Handle collision end
Pros: Simple to set up, works with any wall shape
Cons: Can cause lag with complex backgrounds, color conflicts
🎯 Method 2: Sprite Touching (Recommended)
Create wall sprites and detect collision with them:
// Better performance method if <touching [Wall v] ?> then // Handle collision end
Pros: Better performance, more reliable
Cons: Requires separate wall sprites
🔧 The “Try and Undo” Technique
The most common and effective approach:
// Horizontal movement change x by (speed) if <touching [Wall v] ?> then change x by ((speed) * (-1)) end // Vertical movement change y by (y velocity) if <touching [Wall v] ?> then change y by ((y velocity) * (-1)) set [y velocity v] to [0] end
⚡ Advanced: Pixel-Perfect Collision
For smoother movement, move one pixel at a time until collision:
// Smooth horizontal collision repeat (abs (speed)) if <(speed) > [0]> then change x by (1) else change x by (-1) end if <touching [Wall v] ?> then if <(speed) > [0]> then change x by (-1) else change x by (1) end stop [this script v] end end
🏗️ Collision System Architecture
🎯 Best Practices
- Separate X and Y movement: Handle horizontal and vertical collisions independently
- Use sprite touching over color detection: Better performance and reliability
- Create invisible wall sprites: Place them over your background walls
- Test collision after each movement: Don’t batch multiple movements
- Consider using custom blocks: Make reusable collision functions
🔍 Advanced Collision Detection
For more complex games, you might want:
// Custom collision block define Check Collision (direction) (distance) if <(direction) = [horizontal]> then change x by (distance) if <touching [Wall v] ?> then change x by ((distance) * (-1)) broadcast [Wall Hit v] end else change y by (distance) if <touching [Wall v] ?> then change y by ((distance) * (-1)) set [on ground v] to [true] end end
💡 Pro Tips
- Use
set drag mode [don’t drag v]
to prevent manual sprite dragging - Consider using multiple collision sprites for different wall types
- Test your collision system with different movement speeds
- Add sound effects when hitting walls for better feedback
This should give you a solid foundation for wall collision detection! Start with the basic “try and undo” method and then optimize as needed. 🚀
GameEngine_Expert
Replied 2 hours later
Great explanation @CollisionMaster_Pro! I’d like to add a few more advanced techniques:
🎯 Raycasting for Precise Detection
For even more precise collision detection, you can use “raycasting”:
// Raycast collision detection define Raycast (direction) (max distance) set [ray distance v] to [0] repeat until <<(ray distance) > (max distance)> or <touching [Wall v] ?>> change [ray distance v] by [1] if <(direction) = [right]> then change x by [1] end if <(direction) = [left]> then change x by [-1] end // Add other directions as needed end // Move back to last safe position change x by ((ray distance) * (-1))
📐 Slope and Ramp Collision
For games with slopes, you’ll need more sophisticated detection:
// Slope collision (simplified) if <touching color [#00ff00] ?> then // Green for slopes repeat [10] change y by [1] if <not <touching color [#00ff00] ?>> then stop [this script v] end end // If still touching after 10 pixels, it's a wall change y by [-10] change x by ((speed) * (-1)) end
These techniques will help you create even more polished collision systems! 🎮
Vibelf_Community
Pinned Message • Moderator
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Fantastic discussion on collision detection! For those creating complex platformers and physics-based games, our community can help you implement:
- 🎯 Advanced collision algorithms
- 🌊 Fluid dynamics and particle systems
- 🏃♂️ Character controllers and movement systems
- ⚡ Performance optimization for complex physics
📚 Related Topics
- Building smooth platformer movement
- Advanced physics engines in Scratch
- Optimizing collision detection performance
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