Wall collision detection for multiple connected sprites
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ShopGameDev
Posted on January 23, 2024 • Beginner
🛒 Need help with wall collision for shopping game
Hi everyone! I’m working on a shopping game (and it’s definitely not the boring kind! 😄) where the player character moves around with a shopping trolley.
The problem I’m facing is with wall collision detection. The player and the trolley need to be separate sprites because I have plans for future features, but I can’t figure out how to make wall collision work properly when they’re moving together.
Has anyone dealt with collision detection for multiple connected sprites before? Any help would be really appreciated!
CollisionMaster_Nina
Replied 2 hours later • ⭐ Best Answer
Great question @ShopGameDev! Multi-sprite collision can be tricky, but here’s a clean solution that will work perfectly for your shopping game:
🎯 Method 1: Master-Follower System
Make the player the “master” sprite that handles all collision detection, and the trolley follows:
Player Sprite Code:
when flag clicked forever // Handle movement input if <key [right arrow v] pressed?> then change x by [5] wall detection end if <key [left arrow v] pressed?> then change x by [-5] wall detection end if <key [up arrow v] pressed?> then change y by [5] wall detection end if <key [down arrow v] pressed?> then change y by [-5] wall detection end // Tell trolley where to go broadcast [update trolley position v] end define wall detection repeat until <not <touching [Wall v]?>> if <(direction) = [90]> then change x by [-1] end if <(direction) = [270]> then change x by [1] end if <(direction) = [0]> then change y by [-1] end if <(direction) = [180]> then change y by [1] end end
Trolley Sprite Code:
when I receive [update trolley position v] // Follow player with offset glide [0.1] secs to x: ((Player x position) + [-30]) y: (Player y position)
🔧 Method 2: Shared Collision Detection
For more complex scenarios, use a shared collision system:
// Player Sprite when flag clicked forever set [player x v] to (x position) set [player y v] to (y position) if <key [right arrow v] pressed?> then set [move direction v] to [right] set [move amount v] to [5] broadcast [check collision v] and wait if <(collision detected) = [false]> then change x by [5] broadcast [move trolley v] end end end // Collision Detection Sprite (invisible) when I receive [check collision v] go to x: ((player x) + (move amount)) y: (player y) if <touching [Wall v]?> then set [collision detected v] to [true] else set [collision detected v] to [false] end
🚀 Method 3: Advanced Coordinated Movement
For the most realistic movement where both sprites check for collisions:
// Player Sprite when flag clicked forever if <key [right arrow v] pressed?> then broadcast [try move right v] and wait if <(can move) = [true]> then change x by [5] end end end // Movement Coordinator (invisible sprite) when I receive [try move right v] set [can move v] to [true] // Check if player can move ask [Player v] to [go to x: ((Player x position) + [5]) y: (Player y position)] if <[Player v] touching [Wall v]?> then set [can move v] to [false] end // Check if trolley can move ask [Trolley v] to [go to x: ((Trolley x position) + [5]) y: (Trolley y position)] if <[Trolley v] touching [Wall v]?> then set [can move v] to [false] end // Reset positions if can't move if <(can move) = [false]> then ask [Player v] to [go to x: (Player x position) y: (Player y position)] ask [Trolley v] to [go to x: (Trolley x position) y: (Trolley y position)] else // Move trolley to follow ask [Trolley v] to [change x by [5]] end
I’d recommend starting with Method 1 - it’s simple and works great for most games! 🎮
ShopGameDev
Replied 30 minutes later
@CollisionMaster_Nina This is perfect! Thank you so much! 🙌
I went with Method 1 and it works like a charm. The trolley follows the player smoothly and the collision detection is working perfectly. This will definitely help with my future features too!
GameDev_Pro
Replied 1 hour later
Great solution @CollisionMaster_Nina! 👏 For anyone wanting to add more polish, here are some extra tips:
- Smooth following: Use glide blocks for smoother trolley movement
- Rotation: Make the trolley rotate to face the movement direction
- Distance checking: Add a maximum distance check so the trolley doesn’t get too far behind
- Animation: Add walking animations that sync between player and trolley
Shopping games can be really fun when the mechanics feel polished! 🛒✨
Vibelf_Community
Pinned Message • Moderator
🚀 Master Multi-Sprite Game Development!
Fantastic discussion on sprite coordination! For those looking to create even more complex multi-sprite systems, our community can help you implement:
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📚 Related Topics
- Creating smooth sprite following systems
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