Creating path-following sprites for tower defense games in Scratch
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PathfindingMaster
Posted on January 30, 2024 • Intermediate
🛡️ Need Help with Enemy Pathfinding in Tower Defense
Hey everyone! I’m working on a tower defense game in Scratch and I’m struggling with the enemy movement system. Here’s what I need to achieve:
- Enemies (“monsters”) should follow a predefined path to reach a castle
- They need to stop mid-path to fight defenders when necessary
- Enemies should disappear when they reach the end of the path
- The path itself should be completely invisible to players
I’ve tried basic movement blocks but can’t figure out how to make them follow a complex path smoothly. Any suggestions for implementing this pathfinding system? 🤔
AIPathfinding_Expert
Replied 2 hours later • ⭐ Best Answer
Great question @PathfindingMaster! Tower defense pathfinding is a classic game development challenge. Here’s a comprehensive solution for your enemy movement system:
🗺️ Pathfinding System Architecture
Here’s how your enemy pathfinding system should work:
📍 Step 1: Create the Waypoint System
First, set up your invisible waypoint system:
// Waypoint Manager (invisible sprite) when flag clicked // Define your path waypoints (x, y coordinates) set [waypoint 1 x v] to [-200] set [waypoint 1 y v] to [100] set [waypoint 2 x v] to [-100] set [waypoint 2 y v] to [150] set [waypoint 3 x v] to [0] set [waypoint 3 y v] to [100] set [waypoint 4 x v] to [100] set [waypoint 4 y v] to [50] set [waypoint 5 x v] to [200] set [waypoint 5 y v] to [0] // Total waypoints in path set [total waypoints v] to [5] // Castle position (final destination) set [castle x v] to [220] set [castle y v] to [0] hide // Keep waypoint manager invisible
👹 Step 2: Enemy Movement System
Create the main enemy sprite with pathfinding logic:
// Enemy Sprite when flag clicked set [current waypoint v] to [1] set [enemy speed v] to [3] set [enemy health v] to [100] set [in combat v] to [0] set [combat target v] to [] // Start at spawn position go to x: [-240] y: [100] show // Main movement loop forever if <(in combat) = [0]> then // Normal pathfinding move towards waypoint else // Combat mode handle combat end end
// Custom block: move towards waypoint define move towards waypoint // Get current target waypoint coordinates set [target x v] to (item (current waypoint) of [waypoint x positions v]) set [target y v] to (item (current waypoint) of [waypoint y positions v]) // Calculate direction to target set [dx v] to ((target x) - (x position)) set [dy v] to ((target y) - (y position)) set [distance v] to (sqrt of (((dx) * (dx)) + ((dy) * (dy)))) if <(distance) > [5]> then // Move towards waypoint set [move x v] to (((dx) / (distance)) * (enemy speed)) set [move y v] to (((dy) / (distance)) * (enemy speed)) change x by (move x) change y by (move y) // Face movement direction point in direction ((atan ((move y) / (move x))) + <(move x) < [0]> * [180]) else // Reached waypoint if <(current waypoint) < (total waypoints)> then change [current waypoint v] by [1] else // Reached castle reach castle end end
⚔️ Step 3: Combat Interruption System
Implement the combat detection and handling:
// Combat detection (runs continuously) forever if <(in combat) = [0]> then // Check for nearby defenders set [nearest defender v] to [] set [min distance v] to [999] // Check all defender sprites broadcast [check defender distance v] wait [0.1] seconds if <not <(nearest defender) = []>> then // Enter combat set [in combat v] to [1] set [combat target v] to (nearest defender) say [Engaging defender!] for [1] seconds end end end
// Custom block: handle combat define handle combat if <not <(combat target) = []>> then // Face the defender point towards [combat target v] // Attack every second if <(timer) > [1]> then reset timer broadcast [enemy attack v] // Check if defender is still alive broadcast [check defender alive v] wait [0.1] seconds if <(defender alive) = [0]> then // Defender defeated, resume path set [in combat v] to [0] set [combat target v] to [] say [Victory! Continuing path.] for [1] seconds end end else // No target, exit combat set [in combat v] to [0] end
🏰 Step 4: Castle Arrival System
Handle what happens when enemies reach the castle:
// Custom block: reach castle define reach castle // Move to castle position glide [1] secs to x: (castle x) y: (castle y) // Deal damage to castle change [castle health v] by [-10] say [Castle damaged!] for [1] seconds // Play damage effect play sound [explosion v] repeat [5] set [color v] effect to [25] wait [0.1] seconds set [color v] effect to [0] wait [0.1] seconds end // Enemy disappears set [ghost v] effect to [0] repeat [10] change [ghost v] effect by [10] wait [0.1] seconds end hide delete this clone
🎯 Step 5: Advanced Pathfinding Features
Add smooth movement and dynamic pathfinding:
// Smooth movement with easing define smooth move to x: (target x) y: (target y) set [start x v] to (x position) set [start y v] to (y position) set [progress v] to [0] repeat until <(progress) >= [1]> change [progress v] by [0.05] // Ease-in-out function set [eased progress v] to ((progress) * (progress) * (3 - (2 * (progress)))) set [current x v] to ((start x) + ((eased progress) * ((target x) - (start x)))) set [current y v] to ((start y) + ((eased progress) * ((target y) - (start y)))) go to x: (current x) y: (current y) wait [0.02] seconds end
// Dynamic path adjustment define check path obstacles // Raycast to next waypoint set [obstacle detected v] to [0] set [check x v] to (x position) set [check y v] to (y position) repeat [20] change [check x v] by (((target x) - (x position)) / [20]) change [check y v] by (((target y) - (y position)) / [20]) // Check for obstacles at this position if <touching color [obstacle color v]?> then set [obstacle detected v] to [1] // Find alternate path find alternate route stop [this script v] end end
🔧 Step 6: Enemy Spawning System
Create a spawner that generates enemies in waves:
// Enemy Spawner when flag clicked set [wave number v] to [1] set [enemies per wave v] to [5] set [spawn delay v] to [2] forever // Spawn wave repeat (enemies per wave) create clone of [Enemy v] wait (spawn delay) seconds end // Wait for wave to complete wait until <(enemy count) = [0]> // Next wave change [wave number v] by [1] change [enemies per wave v] by [1] set [spawn delay v] to ((spawn delay) * [0.9]) // Faster spawning say (join [Wave ] (wave number)) for [2] seconds wait [3] seconds end
💡 Pro Tips for Tower Defense Pathfinding
- Waypoint Optimization: Use fewer waypoints for smoother movement
- Performance: Limit collision checks to reduce lag
- Visual Polish: Add rotation and animation to movement
- Difficulty Scaling: Increase speed and health with each wave
- Path Variety: Create multiple paths for strategic depth
// Performance optimization define optimize performance // Only check combat every few frames if <((timer) mod [0.3]) = [0]> then check for defenders end // Reduce visual effects when many enemies if <(enemy count) > [10]> then set [effects enabled v] to [0] else set [effects enabled v] to [1] end
This system gives you complete control over enemy pathfinding with combat interruption! 🎮
PathfindingMaster
Replied 3 hours later
@AIPathfinding_Expert This is absolutely incredible! 🎉
The waypoint system works perfectly and the combat interruption is exactly what I needed. The enemies now smoothly follow the path and stop to fight defenders when they encounter them. The castle damage system is also working great!
One quick question - how would I add different enemy types with different speeds and behaviors?
EnemyTypes_Specialist
Replied 1 hour later
@PathfindingMaster Great question about enemy variety! Here’s how to implement different enemy types:
// Enemy type system when I start as a clone // Randomly choose enemy type set [enemy type v] to (pick random [1] to [3]) if <(enemy type) = [1]> then // Fast Scout set [enemy speed v] to [5] set [enemy health v] to [50] switch costume to [scout v] set [color v] effect to [50] // Blue tint end if <(enemy type) = [2]> then // Heavy Tank set [enemy speed v] to [1.5] set [enemy health v] to [200] switch costume to [tank v] set [color v] effect to [-50] // Red tint end if <(enemy type) = [3]> then // Flying Unit (ignores some defenders) set [enemy speed v] to [3] set [enemy health v] to [75] switch costume to [flyer v] set [can fly v] to [1] end
Each enemy type follows the same pathfinding system but with different stats and behaviors! 🎯
Vibelf_Community
Pinned Message • Moderator
🎮 Ready to Build Advanced Tower Defense Games?
Excellent discussion on pathfinding systems! For those looking to create even more sophisticated tower defense mechanics, our community can help you implement:
- 🗺️ Multi-path routing and dynamic pathfinding
- 🏗️ Advanced tower placement and upgrade systems
- ⚡ Special abilities and power-ups
- 🎯 Boss enemies with unique movement patterns
📚 Related Discussions
- How to create intelligent AI for tower defense enemies?
- Building balanced tower upgrade systems
- Advanced collision detection for games
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