Need Help Detecting Which ID the Player Collides With
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CollisionDetector_Z
Posted on July 17, 2025 • Intermediate
🎯 Collision ID detection challenge
Hi everyone! I’m working on a project where I need to detect which specific object the player collides with, not just that a collision happened.
My setup:
- Multiple objects/clones in the game world
- Each object has a unique ID or identifier
- Player has a hitbox sprite for collision detection
- Need to know exactly which object was hit
The basic collision detection works fine - I can detect when the player touches something. But I can’t figure out how to identify which specific object was touched when there are multiple objects of the same type.
For example, if I have 10 enemy clones, how do I know which enemy clone the player collided with? I need this for things like:
- Removing specific enemies when hit
- Triggering different effects based on object type
- Tracking which collectibles have been picked up
Any ideas on how to implement this kind of collision ID system? 🤔
CollisionSystemExpert
Replied 3 hours later • ⭐ Best Answer
Great question @CollisionDetector_Z! This is a common challenge when building complex games with multiple interactive objects. There are several effective approaches to solve this!
🧠 Understanding the Problem
The core issue is that Scratch’s basic collision detection only tells you IF a collision happened, not WITH WHAT. We need to create a system that can identify specific objects.
🎯 Method 1: Clone ID System (Recommended)
This is the most reliable approach for clone-based objects:
// In the main sprite (before creating clones) when flag clicked set [next clone id v] to [1] set [collision detected id v] to [0] // When creating each clone when I receive [create enemy v] create clone of [Enemy v] change [next clone id v] by (1) // In the Enemy sprite when I start as a clone set [my id v] to (next clone id) forever if <touching [Player Hitbox v] ?> then set [collision detected id v] to (my id) broadcast [collision with enemy v] end end
🔍 Method 2: Advanced Position-Based Detection
For when you need to identify objects by their location:
// In the Player Hitbox sprite define check collision details set [collision id v] to [0] set [collision type v] to [] // Check each possible collision type if <touching [Enemies v] ?> then set [collision type v] to [enemy] find closest enemy id end if <touching [Collectibles v] ?> then set [collision type v] to [collectible] find closest collectible id end define find closest enemy id set [closest distance v] to [999999] set [closest id v] to [0] // Check all enemy clones broadcast [report positions v] wait (0.1) seconds // Let all clones report // This requires each clone to report its position and ID // when it receives the broadcast
🚀 Method 3: Smart Broadcast System
Let the objects identify themselves when touched:
// In each object sprite (Enemy, Collectible, etc.) when I start as a clone set [my id v] to (next clone id) set [my type v] to [enemy] // or whatever type this is forever if <touching [Player Hitbox v] ?> then // Report collision with specific details set [last collision id v] to (my id) set [last collision type v] to (my type) set [last collision x v] to (x position) set [last collision y v] to (y position) broadcast [collision detected v] // Prevent multiple reports from same collision wait (0.1) seconds end end
⚡ Method 4: Complete Collision Management System
Here’s a comprehensive solution that handles multiple object types:
// Global collision manager (in Stage or main sprite) when flag clicked set [collision queue v] to [] set [processing collision v] to [false] when I receive [collision detected v] if <(processing collision) = [false]> then set [processing collision v] to [true] // Process the collision based on type if <(last collision type) = [enemy]> then handle enemy collision (last collision id) end if <(last collision type) = [collectible]> then handle collectible collision (last collision id) end if <(last collision type) = [powerup]> then handle powerup collision (last collision id) end set [processing collision v] to [false] end define handle enemy collision (id) // Find and affect the specific enemy broadcast [enemy hit v] and wait // The enemy with matching ID will respond define handle collectible collision (id) // Remove specific collectible and update score broadcast [collectible taken v] and wait change [score v] by (10)
🎮 Method 5: Object-Specific Response System
Make each object handle its own collision response:
// In Enemy sprite when I receive [enemy hit v] if <(my id) = (last collision id)> then // This enemy was hit! change [enemy health v] by (-1) if <(enemy health) < [1]> then // Create death effect create clone of [Explosion v] delete this clone else // Show damage effect set [color effect v] to (50) wait (0.2) seconds set [color effect v] to (0) end end // In Collectible sprite when I receive [collectible taken v] if <(my id) = (last collision id)> then // This collectible was taken! play sound [pickup v] create clone of [Sparkle Effect v] delete this clone end
🔧 Bonus: Multi-Layer Collision Detection
For complex games with multiple collision layers:
define advanced collision check // Check different collision layers set [ground collision v] to [false] set [enemy collision v] to [false] set [item collision v] to [false] // Layer 1: Ground/Walls if <touching color (#8B4513) ?> then // Brown for ground set [ground collision v] to [true] end // Layer 2: Enemies (check each enemy type) if <touching color (#FF0000) ?> then // Red for enemies set [enemy collision v] to [true] find specific enemy end // Layer 3: Items/Collectibles if <touching color (#FFD700) ?> then // Gold for items set [item collision v] to [true] find specific item end define find specific enemy // Use color detection + position to identify exact enemy set [check x v] to (x position) set [check y v] to (y position) broadcast [enemy position check v] wait (0.1) seconds // Enemies report if they're at the collision point
💡 Pro Tips for Collision ID Systems
- Unique IDs: Always ensure each clone gets a unique identifier
- Collision cooldown: Add small delays to prevent multiple collision reports
- Performance: Use broadcasts efficiently - don’t check collisions every frame for every object
- Debugging: Create visual indicators to show which object was hit during development
- Cleanup: Remove collision data when objects are deleted
The clone ID system (Method 1) is usually the best approach for most games. It’s reliable, efficient, and easy to debug! 🎯
CollisionDetector_Z
Replied 1 hour later
@CollisionSystemExpert This is exactly what I needed! 🤩 The clone ID system is perfect for my project!
I implemented Method 1 and it works flawlessly - now I can tell exactly which enemy was hit and remove just that specific clone. The collision cooldown tip was crucial too, it prevented the weird double-collision bugs I was getting.
The broadcast system approach is really clever too - I’m planning to use that for my more complex interactions. Thanks for the comprehensive breakdown! 🎉
GameDev_Pro
Replied 2 hours later
Excellent solution @CollisionSystemExpert! 👏 I’d like to add one more technique that’s super useful for RPG-style games:
Object Property Detection: You can also store additional data with each collision:
// Store object properties when collision happens when I start as a clone set [my damage v] to (random (5) (15)) set [my type v] to [fire enemy] set [my level v] to (3) if <touching [Player v] ?> then set [collision damage v] to (my damage) set [collision element v] to (my type) set [collision level v] to (my level) broadcast [detailed collision v] end
This lets you create rich interaction systems where different objects have different properties! 🎮
Vibelf_Community
Pinned Message • Moderator
🎯 Master Advanced Collision Detection Systems
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- Building efficient clone management systems
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- Performance optimization for collision detection
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