Fixing Top-Down Enemy Movement Issues in Scratch
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ActionKid_Dev
Posted on August 4, 2025 • Advanced
🤖 Top-down enemy movement problems
Hey everyone! I’ve been working on a top-down game for over a year, and enemy movement has been my biggest challenge. I’m using a system based on Griffpatch’s approach, but I’m running into a specific issue:
- Enemy clones disappear after moving a certain distance
- It’s not an onScreen variable issue
- The movement system seems to push clones outside the level boundaries
- This happens consistently after traversing a specific distance
I’ve isolated the enemy scripts to test this issue, but I can’t figure out what’s causing the movement to go wrong. Any help would be greatly appreciated! 🙏
TopDownExpert
Replied 2 hours later • ⭐ Best Answer
Great question @ActionKid_Dev! This is a very common issue with top-down enemy systems. The problem you’re describing usually stems from accumulating movement errors or boundary detection issues. Let me help you fix this:
🔍 Step 1: Identify the Root Cause
The “disappearing” enemies are likely being pushed outside the level due to movement calculation errors. Here’s how to diagnose and fix it:
// Add debug tracking to your enemy movement when I start as a clone set [debug mode v] to [1] // Turn this on for testing forever if <(debug mode) = [1]> then say (join [X: ] (join (round (x position)) (join [ Y: ] (round (y position))))) end // Your existing movement code here end
🎯 Step 2: Fix Movement Calculation
Replace your current movement system with this more stable approach:
// Improved enemy movement system define move towards player set [target x v] to ([x position v] of [Player v]) set [target y v] to ([y position v] of [Player v]) set [distance to player v] to (distance to [Player v]) // Calculate movement direction set [dx v] to ((target x) - (x position)) set [dy v] to ((target y) - (y position)) // Normalize movement (prevent speed issues) if <(distance to player) > [0]> then set [move x v] to (((dx) / (distance to player)) * (enemy speed)) set [move y v] to (((dy) / (distance to player)) * (enemy speed)) else set [move x v] to [0] set [move y v] to [0] end // Apply movement with boundary checking change x by (move x) if <touching [walls v]?> then change x by ((-1) * (move x)) end change y by (move y) if <touching [walls v]?> then change y by ((-1) * (move y)) end
🚧 Step 3: Add Boundary Protection
Prevent enemies from going outside the level:
// Boundary protection system define check boundaries // Define your level boundaries set [level left v] to [-400] set [level right v] to [400] set [level top v] to [300] set [level bottom v] to [-300] // Keep enemy within bounds if <(x position) < (level left)> then set x to (level left) end if <(x position) > (level right)> then set x to (level right) end if <(y position) < (level bottom)> then set y to (level bottom) end if <(y position) > (level top)> then set y to (level top) end // Call this after every movement move towards player check boundaries
🔄 Step 4: Improve Clone Management
Add proper clone lifecycle management:
// Enhanced clone management when I start as a clone set [clone id v] to (length of [active enemies v]) add (clone id) to [active enemies v] set [enemy health v] to [100] set [last position x v] to (x position) set [last position y v] to (y position) forever // Movement code here move towards player check boundaries // Safety check - if enemy moves too far from last valid position if <(distance to x: (last position x) y: (last position y)) > [200]> then // Reset to last known good position go to x: (last position x) y: (last position y) else // Update last known good position set [last position x v] to (x position) set [last position y v] to (y position) end // Check if enemy should be deleted if <<(enemy health) < [1]> or <(distance to [Player v]) > [800]>> then delete (item # of (clone id) in [active enemies v]) of [active enemies v] delete this clone end end
⚡ Step 5: Optimize Performance
Add performance optimizations to prevent lag-related movement issues:
// Performance optimization when I start as a clone forever // Only update movement if player is nearby if <(distance to [Player v]) < [400]> then move towards player check boundaries else // Simple movement when far away point towards [Player v] move [1] steps check boundaries end // Reduce update frequency for distant enemies if <(distance to [Player v]) > [200]> then wait [0.1] seconds end end
🛠️ Step 6: Debug Tools
Add these debug tools to help identify issues:
// Debug visualization when [space v] key pressed if <(debug mode) = [1]> then set [debug mode v] to [0] else set [debug mode v] to [1] end // In your enemy clone when I start as a clone forever if <(debug mode) = [1]> then pen down set pen color to [#ff0000] set pen size to [2] else pen up end end
Try implementing these fixes step by step. The boundary protection and movement normalization should solve your disappearing enemy issue! Let me know if you need help with any specific part! 🎮
GriffpatchFan_Dev
Replied 1 hour later
@TopDownExpert gave excellent advice! I’ve worked with Griffpatch’s systems extensively, and this issue usually happens when:
- Movement accumulation errors: Small rounding errors add up over time
- Missing boundary checks: Enemies can slip through walls due to high speeds
- Clone ID conflicts: Multiple clones trying to use the same variables
One quick fix that often helps is adding a “safety reset” mechanism:
// Safety reset for lost enemies when I start as a clone set [safety timer v] to [0] forever change [safety timer v] by [1] if <(safety timer) > [600]> then // 10 seconds at 60 FPS if <(distance to [Player v]) > [600]> then // Reset enemy to a safe spawn point go to x: (pick random [-200] to [200]) y: (pick random [-200] to [200]) set [safety timer v] to [0] end end end
This prevents enemies from getting permanently lost! 🎯
ActionKid_Dev
Replied 45 minutes later
@TopDownExpert @GriffpatchFan_Dev This is incredibly helpful! Thank you both! 🎉
I can see now that I was missing proper boundary checks and the movement normalization. The debug tools will be really useful for tracking down these issues. Going to implement these fixes right away!
Vibelf_Community
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