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Creating a Room Check System for RPG Games in Scratch

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RM

RPGDeveloper_Max

Posted on July 28, 2025 • Intermediate

🏰 Need help with room system for my RPG

Hey everyone! I’m working on an RPG game in Scratch and I need to create a room detection system. Each room in my game uses a different background, and I want to be able to check which room the player is currently in.

I’m thinking of using a variable like CurrentRoom that gets set to different numbers for each room, but I’m not sure how to implement this properly.

What I need:

  • A way to detect when the player enters a new room
  • Set the room variable automatically when backgrounds change
  • Use room checks to trigger room-specific events (NPCs, items, etc.)
  • Make sure the system works reliably with multiple rooms

Any help with setting up a robust room management system would be amazing! 🗡️

RG

RPGMaster_Quest

Replied 5 hours later • ⭐ Best Answer

Great question @RPGDeveloper_Max! Room systems are essential for RPG games. Here’s a comprehensive solution that will give you a professional room management system:

🗺️ Room System Architecture

Here’s how a proper room system works:

flowchart TD A[🚀 Game Start] --> B[Initialize Room System] B --> C[Set Current Room = 1] C --> D[🎮 Player Movement] D --> E{Reached Room Exit?} E -->|Yes| F[Trigger Room Transition] E -->|No| G[Continue in Current Room] F --> H[Save Player Position] H --> I[Switch Background] I --> J[Update Current Room Variable] J --> K[Load Room Data] K --> L[Position Player at Entry Point] L --> M[Spawn Room Objects] M --> N[🎯 Room-Specific Events] N --> O{Check Room Type} O -->|Shop| P[Show Shop NPCs] O -->|Dungeon| Q[Spawn Enemies] O -->|Town| R[Show Townspeople] P --> S[🔄 Room Active] Q --> S R --> S G --> S S --> D style A fill:#e1f5fe style F fill:#fff3e0 style K fill:#e8f5e8 style S fill:#f3e5f5

🔧 Step 1: Room System Setup

First, create the core room management system:

    when flag clicked
// Initialize room system
set [current_room v] to [1]
set [previous_room v] to [1]
set [room_transition v] to [0]

// Create room data lists
delete all of [room_names v]
delete all of [room_backgrounds v]
delete all of [room_music v]

// Add room data
add [Starting Village] to [room_names v]
add [village_background] to [room_backgrounds v]
add [village_theme] to [room_music v]

add [Dark Forest] to [room_names v]
add [forest_background] to [room_backgrounds v]
add [forest_theme] to [room_music v]

add [Ancient Castle] to [room_names v]
add [castle_background] to [room_backgrounds v]
add [castle_theme] to [room_music v]

// Initialize first room
change room to (current_room) :: custom
  

🚪 Step 2: Room Transition System

Create smooth transitions between rooms:

    // Room transition triggers
when flag clicked
forever
// Check for room exits
if <<(x position) > [230]> and <(current_room) = [1]>> then
// Exit right from village to forest
transition to room [2] from [right] :: custom
end

if <<(x position) < [-230]> and <(current_room) = [2]>> then
// Exit left from forest to village
transition to room [1] from [left] :: custom
end

if <<(y position) > [170]> and <(current_room) = [2]>> then
// Exit up from forest to castle
transition to room [3] from [up] :: custom
end
end

// Custom block: Room transition
define transition to room (room_number) from (direction)
if <(room_transition) = [0]> then
set [room_transition v] to [1]
set [previous_room v] to (current_room)
set [current_room v] to (room_number)

// Fade out effect
repeat [10]
change [ghost v] effect by [10]
end

// Change room
change room to (room_number) :: custom

// Position player at entry point
position player from (direction) :: custom

// Fade in effect
repeat [10]
change [ghost v] effect by [-10]
end

set [room_transition v] to [0]
end
  

🎨 Step 3: Room Loading System

Load room-specific content:

    // Custom block: Change room
define change room to (room_number)
// Switch background
switch backdrop to (item (room_number) of [room_backgrounds v])

// Play room music
stop all sounds
play sound (item (room_number) of [room_music v]) until done

// Update room display
set [room_name v] to (item (room_number) of [room_names v])

// Broadcast room-specific events
if <(room_number) = [1]> then
broadcast [enter village v]
else
if <(room_number) = [2]> then
broadcast [enter forest v]
else
if <(room_number) = [3]> then
broadcast [enter castle v]
end
end
end

// Custom block: Position player from direction
define position player from (direction)
if <(direction) = [right]> then
go to x: [-200] y: [0]
else
if <(direction) = [left]> then
go to x: [200] y: [0]
else
if <(direction) = [up]> then
go to x: [0] y: [-150]
else
if <(direction) = [down]> then
go to x: [0] y: [150]
end
end
end
end
  

🎯 Step 4: Room-Specific Events

Handle different room behaviors:

    // Village events
when I receive [enter village v]
// Show village NPCs
broadcast [show shopkeeper v]
broadcast [show villagers v]
// Hide forest/castle objects
broadcast [hide enemies v]
broadcast [hide treasure v]

// Forest events
when I receive [enter forest v]
// Show forest enemies
broadcast [spawn forest enemies v]
// Hide village NPCs
broadcast [hide villagers v]
// Show forest items
broadcast [show forest items v]

// Castle events
when I receive [enter castle v]
// Show castle guards
broadcast [spawn castle guards v]
// Show treasure chests
broadcast [show treasure chests v]
// Play dramatic music
play sound [castle_boss_theme v] until done
  

🔍 Step 5: Room Check Functions

Easy ways to check current room:

    // Check if in specific room
define if in room (room_number)
if <(current_room) = (room_number)> then
// Room-specific code here
return [true]
else
return [false]
end

// Check room type
define get room type
if <(current_room) = [1]> then
set [room_type v] to [town]
else
if <(current_room) = [2]> then
set [room_type v] to [wilderness]
else
if <(current_room) = [3]> then
set [room_type v] to [dungeon]
end
end
end

// Example usage:
when [space v] key pressed
if <(current_room) = [1]> then
say [Welcome to the village!] for (2) seconds
else
if <(current_room) = [2]> then
say [The forest is dangerous...] for (2) seconds
else
if <(current_room) = [3]> then
say [You've entered the castle!] for (2) seconds
end
end
end
  

💾 Step 6: Save Room Progress

Remember player’s location:

    // Save game progress
define save game
set [saved_room v] to (current_room)
set [saved_x v] to (x position)
set [saved_y v] to (y position)
say [Game saved!] for (1) seconds

// Load game progress
define load game
if <(saved_room) > [0]> then
set [current_room v] to (saved_room)
change room to (saved_room) :: custom
go to x: (saved_x) y: (saved_y)
say [Game loaded!] for (1) seconds
end
  

This system gives you complete control over room management and makes it easy to add new rooms or modify existing ones! 🏰✨

RM

RPGDeveloper_Max

Replied 2 hours later

@RPGMaster_Quest This is incredible! 🤩 Way more comprehensive than I expected!

I implemented your room system and it works perfectly. The transitions are smooth, and the room-specific events make my game feel so much more professional. The save/load system is a great bonus too!

Thank you for such a detailed explanation! 🙏

AD

AdventureDesigner

Replied 3 hours later

Excellent room system! 👏 Here are some additional features you might want to add:

  • Room minimap: Show a small map indicating current room
  • Room descriptions: Display flavor text when entering new areas
  • Conditional exits: Lock certain rooms until player meets requirements
  • Random encounters: Different encounter rates per room type

This foundation makes it easy to add these advanced features later! 🗺️

VB

Vibelf_Community

Pinned Message • Moderator

🚀 Build Epic RPG Adventures

Amazing discussion on RPG room systems! For those looking to create professional-quality RPG games with advanced features, our expert tutors can help you implement:

  • 🗺️ Complex world mapping systems
  • ⚔️ Advanced combat mechanics
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  • 🎭 Interactive NPC dialogue trees

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