Implementing Multi-Directional Scrolling with Hitboxes in Scratch
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ScrollMaster_Jake
Posted on January 24, 2024 • Advanced
🌍 Multi-Directional Scrolling Challenge
Hey everyone! My team and I are working on an ambitious game project that needs:
- 🔄 Smooth multi-directional scrolling (up, down, left, right)
- 📦 Proper hitbox collision detection that works with scrolling
- 🎮 Support for both top-down RPG style and side-scrolling platformer mechanics
- ⚡ Smooth movement with friction and momentum
We’ve seen some amazing examples but can’t figure out how to implement the scrolling system properly. The hitboxes seem to break when the camera moves! 😅
Could someone explain the proper order of implementation? We’re looking for a comprehensive solution that covers both the scrolling mechanics and collision system. Any help would be amazing! 🙏
CameraSystem_Pro
Replied 2 hours later • ⭐ Best Answer
Excellent question @ScrollMaster_Jake! Multi-directional scrolling with hitboxes is definitely advanced territory. Let me break this down into a comprehensive system that you can implement step by step:
🏗️ System Architecture Overview
Here’s how a proper scrolling system with hitboxes works:
🎯 Step 1: Camera System Setup
First, create the core camera variables and initialization:
// Camera system initialization when flag clicked set [Camera X v] to [0] set [Camera Y v] to [0] set [Player X v] to [0] set [Player Y v] to [0] set [X Speed v] to [0] set [Y Speed v] to [0] set [Friction v] to [0.8] set [Speed v] to [1.2] set [Camera Smoothing v] to [0.1]
🏃♂️ Step 2: Smooth Movement System
Implement the movement system with friction and momentum:
// Player movement with smooth controls define handle player movement // Horizontal movement if <key [right arrow v] pressed?> then change [X Speed v] by (Speed) end if <key [left arrow v] pressed?> then change [X Speed v] by ((0) - (Speed)) end // Vertical movement if <key [up arrow v] pressed?> then change [Y Speed v] by (Speed) end if <key [down arrow v] pressed?> then change [Y Speed v] by ((0) - (Speed)) end // Apply friction set [X Speed v] to ((X Speed) * (Friction)) set [Y Speed v] to ((Y Speed) * (Friction)) // Update player position change [Player X v] by (X Speed) change [Player Y v] by (Y Speed)
📹 Step 3: Camera Following System
Create a smooth camera that follows the player:
// Smooth camera following define update camera // Calculate target camera position (center player on screen) set [Target Camera X v] to ((Player X) - [240]) // Half screen width set [Target Camera Y v] to ((Player Y) - [180]) // Half screen height // Smooth camera movement (lerp) change [Camera X v] by (((Target Camera X) - (Camera X)) * (Camera Smoothing)) change [Camera Y v] by (((Target Camera Y) - (Camera Y)) * (Camera Smoothing)) // Optional: Add camera bounds if <(Camera X) < [0]> then set [Camera X v] to [0] end if <(Camera Y) < [0]> then set [Camera Y v] to [0] end
🌍 Step 4: World Object Positioning
For all world objects (walls, enemies, items), use this positioning system:
// For each world object sprite when flag clicked set [World X v] to [100] // Object's world position set [World Y v] to [200] forever // Convert world coordinates to screen coordinates go to x: ((World X) - (Camera X)) y: ((World Y) - (Camera Y)) // Hide if off-screen (optimization) if <<((World X) - (Camera X)) < [-300]> or <((World X) - (Camera X)) > [540]>> then hide else if <<((World Y) - (Camera Y)) < [-220]> or <((World Y) - (Camera Y)) > [400]>> then hide else show end end end
📦 Step 5: Collision Detection System
Implement collision detection that works with the scrolling system:
// Collision detection for player define check collisions // Store old position set [Old Player X v] to (Player X) set [Old Player Y v] to (Player Y) // Move horizontally and check collision change [Player X v] by (X Speed) if <touching [Walls v]?> then set [Player X v] to (Old Player X) set [X Speed v] to [0] end // Move vertically and check collision change [Player Y v] by (Y Speed) if <touching [Walls v]?> then set [Player Y v] to (Old Player Y) set [Y Speed v] to [0] end // Update player sprite position for collision detection go to x: ((Player X) - (Camera X)) y: ((Player Y) - (Camera Y))
🔄 Step 6: Main Game Loop
Put it all together in the main game loop:
// Main game loop when flag clicked forever handle player movement check collisions update camera // Update player sprite visual position go to x: ((Player X) - (Camera X)) y: ((Player Y) - (Camera Y)) // Broadcast position updates for other systems broadcast [camera updated v] end
🎮 Step 7: Advanced Features
Camera Zones (for different areas):
// Camera boundaries for different zones define set camera bounds (min x) (max x) (min y) (max y) if <(Camera X) < (min x)> then set [Camera X v] to (min x) end if <(Camera X) > (max x)> then set [Camera X v] to (max x) end if <(Camera Y) < (min y)> then set [Camera Y v] to (min y) end if <(Camera Y) > (max y)> then set [Camera Y v] to (max y) end
Multiple Layer Scrolling (Parallax):
// For background layers when I receive [camera updated v] // Background moves slower for depth effect go to x: (((World X) - (Camera X)) * [0.5]) y: (((World Y) - (Camera Y)) * [0.5]) // Foreground moves faster go to x: (((World X) - (Camera X)) * [1.2]) y: (((World Y) - (Camera Y)) * [1.2])
🛠️ Implementation Tips
- 🎯 Start Simple: Get basic scrolling working before adding collision
- 📊 Use World Coordinates: Always think in world space, convert to screen space for display
- 🔄 Separate Systems: Keep movement, camera, and collision as separate functions
- ⚡ Optimize: Hide off-screen objects to improve performance
- 🧪 Test Incrementally: Add one feature at a time and test thoroughly
The key insight is that everything moves relative to the camera, not the player! The player stays centered while the world moves around them. 🌍
ScrollMaster_Jake
Replied 3 hours later
@CameraSystem_Pro This is absolutely incredible! 🤩 Thank you so much!
The step-by-step breakdown is exactly what we needed. The world coordinates vs screen coordinates concept finally clicked for me. We’re implementing this system now and it’s working beautifully!
One quick question: How do we handle objects that need to interact with the player (like NPCs or collectibles) in this system?
CameraSystem_Pro
Replied 1 hour later
@ScrollMaster_Jake Great question! For interactive objects, use distance-based detection in world coordinates:
// For NPCs, collectibles, etc. when flag clicked set [World X v] to [300] // NPC world position set [World Y v] to [400] forever // Position sprite on screen go to x: ((World X) - (Camera X)) y: ((World Y) - (Camera Y)) // Check interaction distance in world coordinates set [Distance v] to (sqrt (((((Player X) - (World X)) * ((Player X) - (World X))) + (((Player Y) - (World Y)) * ((Player Y) - (World Y)))))) if <(Distance) < [50]> then // Player is close enough to interact if <key [space v] pressed?> then broadcast [talk to npc v] end say [Press SPACE to talk] else say [] end end
The key is always using world coordinates for logic, screen coordinates only for display! 🎯
Vibelf_Community
Pinned Message • Moderator
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