How to Create a Scroll Bar in Scratch Games
💡 Having trouble with Scratch block assembly? Don’t know how to implement code logic? 🚀 Get Help Now
GardenGameDev
Posted on July 28, 2025 • Intermediate
🛒 Need help creating a scroll bar for my shop
Hey everyone! I’m working on a garden growing game and I need to create a scroll bar for my shop system. I have all my shop items in one sprite and want to use clones to display them.
I’m running into two main issues:
- How to make a functional scroll bar that works with cloned items
- When I create clones and change Y by -75, they stack on top of each other instead of spacing properly
- Need the scroll to work smoothly with arrow keys or mouse wheel
I want players to be able to scroll through all the available items in the shop. Any help would be amazing! 🌱
UIExpert_Sam
Replied 1 hour later • ⭐ Best Answer
Perfect question @GardenGameDev! Creating a scroll bar with clones is a common challenge. Here’s a complete solution that will solve your positioning issues:
📋 Scroll Bar System Flow
Here’s how a proper scroll system works:
🔧 Step 1: Initialize the Scroll System
First, set up your main variables and create the shop items:
when flag clicked // Initialize scroll variables set [scroll_position v] to [0] set [item_count v] to [12] // Total number of shop items set [item_height v] to [80] // Spacing between items set [visible_items v] to [5] // How many items visible at once set [shop_top_y v] to [150] // Top position of shop area // Create all shop items create shop items :: custom update item positions :: custom
📦 Step 2: Create Shop Items with Proper IDs
Create clones with unique identifiers:
define create shop items // Clear any existing clones delete all clones // Create clones with proper indexing set [current_item v] to [1] repeat (item_count) set [clone_id v] to (current_item) create clone of [myself v] change [current_item v] by [1] end
🎯 Step 3: Clone Positioning Logic
This is the key part that fixes your stacking issue:
when I start as a clone // Store this clone's ID set [my_id v] to (clone_id) // Set the correct costume for this item switch costume to (my_id) // Position this clone correctly update my position :: custom define update my position // Calculate Y position based on scroll and item ID set [calculated_y v] to ((shop_top_y) - (((my_id) - (scroll_position)) * (item_height))) // Position the clone go to x: [0] y: (calculated_y) // Show/hide based on visibility if <<(calculated_y) > [(shop_top_y) - ((visible_items) * (item_height))]> and <(calculated_y) < [(shop_top_y) + (item_height)]>> then show else hide end
⬆️ Step 4: Scroll Controls
Handle user input for scrolling:
// Scroll up (show earlier items) when [up arrow v] key pressed if <(scroll_position) > [0]> then change [scroll_position v] by [-1] update item positions :: custom end // Scroll down (show later items) when [down arrow v] key pressed set [max_scroll v] to ((item_count) - (visible_items)) if <(scroll_position) < (max_scroll)> then change [scroll_position v] by [1] update item positions :: custom end // Update all clone positions define update item positions broadcast [update positions v] // In clone script: when I receive [update positions v] update my position :: custom
🖱️ Step 5: Mouse Wheel Support (Advanced)
For even better user experience:
// Detect mouse wheel scrolling when flag clicked forever if <mouse down?> then set [last_mouse_y v] to (mouse y) wait until <not <mouse down?>> set [mouse_delta v] to ((mouse y) - (last_mouse_y)) if <(mouse_delta) > [10]> then // Scrolled up if <(scroll_position) > [0]> then change [scroll_position v] by [-1] update item positions :: custom end else if <(mouse_delta) < [-10]> then // Scrolled down set [max_scroll v] to ((item_count) - (visible_items)) if <(scroll_position) < (max_scroll)> then change [scroll_position v] by [1] update item positions :: custom end end end end end
🎨 Step 6: Visual Scroll Bar (Optional)
Add a visual scroll bar indicator:
// Create scroll bar sprite when flag clicked forever // Calculate scroll bar position set [scroll_percent v] to ((scroll_position) / ((item_count) - (visible_items))) set [bar_y v] to ((shop_top_y) - ((scroll_percent) * ((visible_items) * (item_height)))) // Position scroll bar go to x: [200] y: (bar_y) // Show scroll bar only when needed if <(item_count) > (visible_items)> then show else hide end end
This system will give you smooth scrolling with proper clone positioning! The key is calculating each clone’s position based on its ID and the current scroll position. 🛒✨
GardenGameDev
Replied 45 minutes later
@UIExpert_Sam This is incredible! 🎉 The positioning calculation makes perfect sense now.
I implemented your solution and my shop scroll bar works perfectly! The clones no longer stack on top of each other, and the scrolling is super smooth. Thank you so much!
The visual scroll bar is a nice touch too - really makes it feel professional! 🌟
CloneDeveloper
Replied 2 hours later
Great solution! 👏 I’d also suggest adding some performance optimizations:
- Lazy loading: Only create clones for visible items + a few buffer items
- Smooth scrolling: Add easing animations between scroll positions
- Touch support: Detect touch gestures for mobile-like scrolling
- Scroll momentum: Add inertia when scrolling quickly
These features can make your scroll bar feel even more professional! 🚀
Vibelf_Community
Pinned Message • Moderator
🚀 Build Advanced UI Systems
Fantastic discussion on scroll bar implementation! For those looking to create even more sophisticated user interfaces, our expert tutors can help you build:
- 🎯 Advanced inventory systems
- 📱 Mobile-responsive interfaces
- 🎨 Custom UI animations
- ⚡ Performance-optimized clone management
📚 Related Topics
- Creating dynamic inventory systems
- Advanced clone management techniques
- Building responsive game interfaces
Ready to create professional-quality user interfaces? Get personalized guidance from our expert tutors!