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How to fix plane moving backwards in Scratch

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FD

FlightSimDev

Posted on January 22, 2024 • Intermediate

✈️ Aircraft movement issues in my flight game

I’m developing a flight simulator in Scratch where players control an aircraft with the mouse pointer. I’m facing two major problems:

  • The plane can move backwards, which looks unrealistic for aircraft movement
  • Enemy aircraft also move backwards and behave strangely near screen edges
  • Enemy planes slow down and make weird turns when approaching boundaries

I want to create realistic flight physics where planes always move forward. Any suggestions for fixing these movement issues? 🛩️

AP

AeronauticsProf

Replied 1 hour later • ⭐ Best Answer

Great question @FlightSimDev! The issue you’re experiencing is very common in flight games. Here’s a comprehensive solution:

🔧 Step 1: Fix Sprite Orientation

The main problem is that Scratch sprites are designed to face right (90 degrees) by default, but aircraft sprites often face up (0 degrees). Here’s how to fix it:

    when flag clicked
set rotation style [all around v]
point in direction [90] // Right-facing
// If your plane sprite faces up, rotate the costume 90 degrees clockwise in the editor
  

✈️ Step 2: Implement Forward-Only Movement

Create a movement system that always moves the plane forward in its current direction:

    when flag clicked
forever
// Calculate angle to mouse
set [target angle v] to ([atan v] of ((mouse y) - (y position)) / ((mouse x) - (x position)))

// Smooth rotation towards target
if <(target angle) > (direction)> then
turn right [3] degrees
else
turn left [3] degrees
end

// Always move forward
move [5] steps
end
  

🎯 Step 3: Advanced Mouse Following

For more realistic aircraft behavior that prevents backward movement:

    when flag clicked
set [speed v] to [3]
set [turn rate v] to [2]

forever
// Calculate desired direction
set [dx v] to ((mouse x) - (x position))
set [dy v] to ((mouse y) - (y position))
set [target direction v] to ([atan2 v] of (dy) (dx))

// Smooth turning with limited turn rate
set [angle diff v] to ((target direction) - (direction))

// Normalize angle difference to -180 to 180
if <(angle diff) > [180]> then
change [angle diff v] by [-360]
end
if <(angle diff) < [-180]> then
change [angle diff v] by [360]
end

// Apply limited turning
if <(abs of (angle diff)) > (turn rate)> then
if <(angle diff) > [0]> then
turn right (turn rate) degrees
else
turn left (turn rate) degrees
end
else
point in direction (target direction)
end

// Move forward at constant speed
move (speed) steps
end
  

🤖 Step 4: Fix Enemy AI Movement

For enemy aircraft that behave realistically:

    // Enemy AI script
when flag clicked
set [enemy speed v] to [2]
set [enemy turn rate v] to [1.5]

forever
// Find player position
set [target x v] to ([x position v] of [Player v])
set [target y v] to ([y position v] of [Player v])

// Calculate direction to player
set [dx v] to ((target x) - (x position))
set [dy v] to ((target y) - (y position))
set [target dir v] to ([atan2 v] of (dy) (dx))

// Smooth turning
set [turn amount v] to ((target dir) - (direction))

// Normalize turn amount
if <(turn amount) > [180]> then
change [turn amount v] by [-360]
end
if <(turn amount) < [-180]> then
change [turn amount v] by [360]
end

// Apply limited turning
if <(abs of (turn amount)) > (enemy turn rate)> then
if <(turn amount) > [0]> then
turn right (enemy turn rate) degrees
else
turn left (enemy turn rate) degrees
end
end

// Always move forward
move (enemy speed) steps

// Boundary checking - turn away from edges
if <(x position) > [220]> then
turn left [10] degrees
end
if <(x position) < [-220]> then
turn right [10] degrees
end
if <(y position) > [160]> then
turn left [10] degrees
end
if <(y position) < [-160]> then
turn right [10] degrees
end
end
  

🚀 Step 5: Additional Realism Features

To make your flight game even more realistic:

Banking Effect:

    // Add banking animation
when flag clicked
forever
if <key [left arrow v] pressed?> then
set [rotation style v] to [left-right]
turn left [2] degrees
else
if <key [right arrow v] pressed?> then
set [rotation style v] to [left-right]
turn right [2] degrees
else
set [rotation style v] to [all around]
end
end
end
  

Speed Control:

    // Variable speed based on angle to target
set [distance to target v] to (sqrt of (((dx) * (dx)) + ((dy) * (dy))))
if <(distance to target) > [100]> then
set [speed v] to [4] // Faster when far
else
set [speed v] to [2] // Slower when close
end
  

This solution will give you realistic aircraft movement where planes always move forward and turn smoothly toward their targets! ✈️

FD

FlightSimDev

Replied 45 minutes later

@AeronauticsProf This is absolutely perfect! 🎉

The atan2 function and smooth turning completely solved my backward movement issue. The enemy AI now behaves much more realistically too. Thank you for the detailed explanation!

One quick follow-up: How can I add a minimum turning radius to make the planes feel heavier?

PE

PhysicsExpert_Sam

Replied 2 hours later

@FlightSimDev Great question about turning radius! Here’s how to add realistic physics:

    // Add minimum turning radius based on speed
set [current speed v] to [3]
set [max turn rate v] to ([10] / (current speed)) // Slower turning at higher speeds

// In your movement loop:
if <(abs of (angle diff)) > (max turn rate)> then
if <(angle diff) > [0]> then
turn right (max turn rate) degrees
else
turn left (max turn rate) degrees
end
end
  

This makes faster planes turn more slowly, creating realistic flight physics! ✈️

VB

Vibelf_Community

Pinned Message • Moderator

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