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How to make sprites face the same direction in Scratch

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DM

DirectionMaster

Posted on July 19, 2025 • Beginner

🧭 Sprite direction synchronization help

Hi everyone! I’m working on a project where I need one sprite to always face the same direction as another sprite. For example:

  • A companion character that follows the player’s orientation
  • Multiple sprites moving in formation
  • Objects that need to align with a leader sprite

How can I make this work in Scratch? I’ve tried a few things but can’t get it right. Thanks for any help! 🙏

SM

SpriteMovementPro

Replied 5 minutes later • ⭐ Best Answer

Perfect question @DirectionMaster! Direction synchronization is super useful for many game mechanics. Here’s everything you need to know:

🎯 Direction Synchronization Flow

Here’s how sprite direction matching works:

flowchart TD A[🚀 Leader Sprite] --> B[Changes Direction] B --> C[Direction Value Updated] C --> D[Follower Sprite Detects Change] D --> E[Read Leader's Direction] E --> F[Apply Same Direction] F --> G[Both Sprites Aligned] G --> H{Leader Moves Again?} H -->|Yes| B H -->|No| I[Maintain Current Direction] style A fill:#e1f5fe style B fill:#f3e5f5 style E fill:#e8f5e8 style F fill:#fff3e0 style G fill:#fce4ec

🔧 Step 1: Basic Direction Matching

The simplest way to make a sprite face the same direction as another:

    when flag clicked
forever
point in direction ([direction v] of [Leader Sprite v])
end
  

🎮 Step 2: Advanced Following System

For a more sophisticated follower that also moves toward the leader:

    when flag clicked
forever
// Match direction
point in direction ([direction v] of [Leader Sprite v])

// Move toward leader (optional)
point towards [Leader Sprite v]
move [3] steps

// Then restore leader's direction
point in direction ([direction v] of [Leader Sprite v])

wait [0.1] seconds
end
  

🔄 Step 3: Smooth Direction Transitions

For smoother direction changes without instant snapping:

    when flag clicked
forever
set [Target Direction v] to ([direction v] of [Leader Sprite v])
set [Current Direction v] to (direction)

// Calculate direction difference
set [Direction Diff v] to ((Target Direction) - (Current Direction))

// Handle wrap-around (180 to -180 degrees)
if <(Direction Diff) > [180]> then
change [Direction Diff v] by [-360]
end
if <(Direction Diff) < [-180]> then
change [Direction Diff v] by [360]
end

// Gradually turn toward target
if <(abs (Direction Diff)) > [5]> then
turn right ((Direction Diff) / [10]) degrees
else
point in direction (Target Direction)
end

wait [0.05] seconds
end
  

👥 Step 4: Multiple Followers

For multiple sprites following one leader:

    // Leader sprite
when flag clicked
forever
if <key [right arrow v] pressed?> then
turn right [5] degrees
end
if <key [left arrow v] pressed?> then
turn left [5] degrees
end
if <key [up arrow v] pressed?> then
move [5] steps
end
broadcast [Leader Moved v]
end

// Follower sprites
when I receive [Leader Moved v]
point in direction ([direction v] of [Leader v])
// Add slight delay for formation effect
wait (0.1 * (Follower Number)) seconds
  

🎯 Step 5: Direction-Based Animations

Change costumes based on direction for more realistic movement:

    when flag clicked
forever
point in direction ([direction v] of [Leader Sprite v])

// Change costume based on direction
if <(direction) > [-45]> and <(direction) < [45]> then
switch costume to [right v]
end
if <(direction) > [45]> and <(direction) < [135]> then
switch costume to [down v]
end
if <(direction) > [135]> or <(direction) < [-135]> then
switch costume to [left v]
end
if <(direction) > [-135]> and <(direction) < [-45]> then
switch costume to [up v]
end
end
  

This creates natural-looking sprite behavior that responds to the leader’s movements! 🎯

DM

DirectionMaster

Replied 15 minutes later

@SpriteMovementPro This is exactly what I needed! 🎉 The smooth transition code is perfect!

One more question - how do I prevent the follower from getting too close to the leader? I want to maintain some distance.

FM

FormationMaster

Replied 30 minutes later

@DirectionMaster Great question! Here’s how to maintain distance while matching direction:

    when flag clicked
set [Min Distance v] to [50]
forever
// Always match direction
point in direction ([direction v] of [Leader Sprite v])

// Only move if too far away
if <(distance to [Leader Sprite v]) > [100]> then
point towards [Leader Sprite v]
move [2] steps
point in direction ([direction v] of [Leader Sprite v])
end

// Stop if too close
if <(distance to [Leader Sprite v]) < (Min Distance)> then
point towards [Leader Sprite v]
move [-1] steps
point in direction ([direction v] of [Leader Sprite v])
end
end
  

This creates a “sweet spot” where the follower maintains proper distance while staying aligned! 📏

VB

Vibelf_Community

Pinned Message • Moderator

🧭 Master Advanced Movement Systems!

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  • 🎯 Complex formation patterns
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