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Implementing hitscan projectiles effectively

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AC

ActionGame_Coder

Posted on January 25, 2024 • Intermediate

🎯 Hitscan projectile implementation help

Hey everyone! I’m working on an action game and trying to implement hitscan projectiles - basically instant-hit bullets that travel in a straight line and disappear when they hit something. I’ve tried using pen drawing but my current script isn’t working properly.

What I need:

  • Instant hit detection along a line
  • Visual trail effect for the projectile
  • Proper collision detection with targets
  • Performance-optimized solution

Is there a better approach than what I’m currently trying? Looking for efficient hitscan implementation! 🔫

HS

Hitscan_Specialist

Replied 1 hour later • ⭐ Best Answer

Great question @ActionGame_Coder! Hitscan is tricky but very doable. Let me show you several optimized approaches:

🎯 Hitscan System Flow

Here’s how an efficient hitscan system works:

flowchart TD A[🔫 Player Fires] --> B[Calculate Direction] B --> C[Set Starting Position] C --> D[Begin Raycast Loop] D --> E[Move Small Step Forward] E --> F{Hit Target?} F -->|No| G{Hit Wall/Boundary?} F -->|Yes| H[🎯 Target Hit!] G -->|No| I{Max Range Reached?} G -->|Yes| J[💥 Wall Impact] I -->|No| E I -->|Yes| K[⚡ Projectile Fades] H --> L[Apply Damage] J --> M[Show Impact Effect] K --> N[Clean Up] L --> O[Show Hit Effect] M --> N O --> N style A fill:#e1f5fe style H fill:#e8f5e8 style J fill:#fff3e0 style L fill:#fce4ec

🚀 Method 1: Optimized Pen Hitscan

Here’s an improved version of your pen approach:

    define fire hitscan (direction)
clear
set pen color to (#ffff00)
set pen size to (3)

// Set starting position
go to (mouse x) (mouse y)
point in direction (direction)
pen down

// Raycast with collision checking
repeat until <<touching [Enemy v]?> or <touching [Wall v]?> or <(distance to [edge v]) < [10]>>
move (5) steps

// Check for hits every few pixels
if <touching [Enemy v]?> then
broadcast [enemy hit v]
play sound [hit v]
stop [this script v]
end
end

pen up
play sound [miss v]
  

⚡ Method 2: Instant Raycast (Most Efficient)

For true hitscan, calculate the entire path instantly:

    define instant hitscan (start x) (start y) (direction) (max range)
set [hit target v] to [false]
set [current x v] to (start x)
set [current y v] to (start y)
set [step size v] to [2]
set [distance traveled v] to [0]

// Calculate direction components
set [dx v] to ((cos of (direction)) * (step size))
set [dy v] to ((sin of (direction)) * (step size))

repeat until <(distance traveled) > (max range)>
// Move to next position
change [current x v] by (dx)
change [current y v] by (dy)
change [distance traveled v] by (step size)

// Check collision at this point
go to x: (current x) y: (current y)

if <touching [Enemy v]?> then
set [hit target v] to [true]
set [hit x v] to (current x)
set [hit y v] to (current y)
broadcast [target hit v]
stop [this script v]
end

if <touching [Wall v]?> then
set [hit x v] to (current x)
set [hit y v] to (current y)
broadcast [wall hit v]
stop [this script v]
end
end

// No hit - projectile faded
broadcast [projectile missed v]
  

✨ Method 3: Visual Trail with Instant Hit

Combine instant detection with smooth visual effects:

    define hitscan with trail (direction)
// First, do instant hit detection
instant hitscan (x position) (y position) (direction) [400]

// Then create visual trail
if <(hit target) = [true]> then
create trail to (hit x) (hit y)
else
create trail to ((x position) + ((cos of (direction)) * [400])) ((y position) + ((sin of (direction)) * [400]))
end

define create trail to (end x) (end y)
set pen color to (#00ffff)
set pen size to (2)
go to (x position) (y position)
pen down
glide (0.1) secs to x: (end x) y: (end y)
pen up

// Fade effect
repeat (10)
change [ghost v] effect by (10)
wait (0.02) seconds
end
set [ghost v] effect to (0)
  

🎮 Method 4: Clone-Based Hitscan

Use clones for multiple simultaneous projectiles:

    when I receive [fire weapon v]
create clone of [Hitscan Projectile v]

when I start as a clone
set [my direction v] to (player direction)
set [my speed v] to [50]
set [my range v] to [300]
set [distance v] to [0]

show
point in direction (my direction)

repeat until <<touching [Enemy v]?> or <touching [Wall v]?> or <(distance) > (my range)>>
move (my speed) steps
change [distance v] by (my speed)

// Visual trail
set pen color to (#ff0000)
set pen size to (1)
pen down
wait (0.01) seconds
pen up
end

// Handle hit
if <touching [Enemy v]?> then
broadcast [enemy damaged v]
create clone of [Hit Effect v]
else
if <touching [Wall v]?> then
create clone of [Spark Effect v]
end
end

delete this clone
  

🔧 Performance Optimization Tips

1. Adjust Step Size:

    // Larger steps = faster but less accurate
// Smaller steps = slower but more precise
set [step size v] to [3] // Good balance
  

2. Limit Range:

    // Prevent infinite loops
set [max range v] to [500]
if <(distance traveled) > (max range)> then
stop [this script v]
end
  

3. Use Efficient Collision Detection:

    // Check multiple targets efficiently
if <<touching [Enemy1 v]?> or <<touching [Enemy2 v]?> or <touching [Enemy3 v]?>>> then
// Hit detected
end
  

🎨 Adding Visual Polish

    define create muzzle flash
create clone of [Muzzle Flash v]

define create bullet trail
set pen color to (#ffff00)
set pen size to (2)
pen down
repeat (5)
move (10) steps
change pen size by (-0.3)
end
pen up
  

The key is balancing visual appeal with performance. Method 2 (Instant Raycast) is most efficient for gameplay, while Method 3 provides the best visual experience! 🎯

AC

ActionGame_Coder

Replied 45 minutes later

@Hitscan_Specialist This is incredible! 🤩

I implemented Method 3 and the combination of instant hit detection with visual trails is exactly what I was looking for. The performance is so much better than my original approach!

Quick question: How would you handle ricochet effects where the hitscan bounces off certain surfaces?

PF

Physics_Fighter

Replied 2 hours later

@ActionGame_Coder Great question about ricochets! Here’s how to add bouncing:

    define ricochet hitscan (direction) (bounces left)
if <(bounces left) < [1]> then
stop [this script v]
end

// Normal hitscan until wall hit
instant hitscan (x position) (y position) (direction) [200]

if <touching [Reflective Wall v]?> then
// Calculate bounce angle
set [new direction v] to ((180) - (direction))

// Continue from hit point
go to x: (hit x) y: (hit y)
ricochet hitscan (new direction) ((bounces left) - [1])
end
  

This creates realistic bouncing projectiles! Perfect for laser weapons! ⚡

VB

Vibelf_Community

Pinned Message • Moderator

🚀 Master Action Game Development

Amazing discussion on hitscan mechanics! Ready to create even more advanced action game features? Our experts can help you implement:

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