Detecting sprite proximity and range in Scratch
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ProximityDev_Alex
Posted on January 26, 2024 • Intermediate
📏 Need help with sprite distance detection
I’m working on a game where I need to detect when one sprite gets close to another sprite within a certain range or radius. Think like:
- Enemy AI that activates when player gets close
- Collectible items that glow when player approaches
- Proximity-based interactions and triggers
- Safe zones and danger zones
I’ve been trying to figure out the math and logic, but I’m getting confused with the distance calculations. How do I create an invisible “detection circle” around a sprite? 🤔
Any help with the scripting would be amazing!
DistanceDetector_Sam
Replied 3 hours later • ⭐ Best Answer
Perfect question @ProximityDev_Alex! Distance detection is super useful for game mechanics. Let me show you several methods from simple to advanced:
📐 Understanding Distance Detection
Here’s how proximity detection works conceptually:
🚀 Method 1: Simple Built-in Distance
The easiest way using Scratch’s built-in distance block:
when flag clicked set [detection range v] to [100] // Adjust this value forever if <(distance to [target sprite v]) < (detection range)> then say [Target detected!] for [1] seconds // Add your proximity actions here else say [Scanning...] for [1] seconds end end
⚡ Method 2: Multiple Range Zones
Create different behaviors for different distances:
when flag clicked set [close range v] to [50] set [medium range v] to [100] set [far range v] to [150] forever set [distance to target v] to (distance to [player v]) if <(distance to target) < (close range)> then set [alert level v] to [HIGH] say [DANGER! Too close!] for [1] seconds set [color v] effect to [25] // Red tint else if <(distance to target) < (medium range)> then set [alert level v] to [MEDIUM] say [Player nearby...] for [1] seconds set [color v] effect to [0] // Normal color else if <(distance to target) < (far range)> then set [alert level v] to [LOW] say [Player detected] for [1] seconds set [brightness v] effect to [10] // Slight glow else set [alert level v] to [NONE] clear graphic effects end end end end
🧮 Method 3: Custom Distance Calculation
For when you need more control or want to understand the math:
when flag clicked forever // Get positions of both sprites set [target x v] to ([x position v] of [target sprite v]) set [target y v] to ([y position v] of [target sprite v]) set [my x v] to (x position) set [my y v] to (y position) // Calculate distance using Pythagorean theorem set [x difference v] to ((target x) - (my x)) set [y difference v] to ((target y) - (my y)) // Distance = sqrt(x² + y²) set [distance squared v] to (((x difference) * (x difference)) + ((y difference) * (y difference))) set [actual distance v] to ([sqrt v] of (distance squared)) // Check if within range if <(actual distance) < [75]> then broadcast [proximity detected v] end end
🎯 Method 4: Optimized Performance Version
For games with many sprites - avoids expensive square root calculation:
when flag clicked set [range v] to [80] set [range squared v] to ((range) * (range)) // Pre-calculate forever // Skip square root by comparing squared distances set [x diff v] to (([x position v] of [player v]) - (x position)) set [y diff v] to (([y position v] of [player v]) - (y position)) set [distance squared v] to (((x diff) * (x diff)) + ((y diff) * (y diff))) if <(distance squared) < (range squared)> then // Player is within range! set [ghost v] effect to [0] // Make visible point towards [player v] else set [ghost v] effect to [50] // Make semi-transparent end end
🎮 Practical Applications
💡 Use Cases:
• Enemy AI: Activate when player approaches
• Collectibles: Glow or animate when nearby
• NPCs: Start dialogue when player is close
• Triggers: Open doors, play sounds, change scenes
• Power-ups: Auto-collect when in range
Start with Method 1 for simplicity, then upgrade to Method 2 for more complex behaviors! 🎯
ProximityDev_Alex
Replied 1 hour later
@DistanceDetector_Sam This is exactly what I needed! 🎉
The multiple range zones approach is perfect for my enemy AI system. I love how you explained both the simple method and the optimized version. The performance tip about avoiding square root is really clever!
My game feels so much more interactive now. Thank you! 🙏
AIExpert_Jordan
Replied 2 hours later
Great solutions! 🤖 Here are some advanced tips for AI behavior with proximity detection:
// Smart AI that remembers player location when flag clicked set [last seen x v] to [0] set [last seen y v] to [0] set [search mode v] to [false] forever if <(distance to [player v]) < [120]> then // Player detected - update last known position set [last seen x v] to ([x position v] of [player v]) set [last seen y v] to ([y position v] of [player v]) set [search mode v] to [false] // Direct pursuit point towards [player v] move [3] steps else if <(search mode) = [false]> then // Lost player - go to last known position set [search mode v] to [true] end // Move towards last known position point in direction (([atan v] of ((last seen y) - (y position)) / ((last seen x) - (x position))) * [180] / [3.14159]) move [1] steps end end
- 🎯 Line of sight: Combine distance with raycast detection
- 🔊 Audio cues: Different sounds for different ranges
- ⏱️ Reaction delays: Add realistic response times
- 🧠 Memory systems: AI remembers where it last saw the player
Distance detection is the foundation of great AI! 🌟
Vibelf_Community
Pinned Message • Moderator
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- 🎯 Advanced collision detection algorithms
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- ⚡ Performance optimization for many sprites
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- How to create pixel-perfect collision detection?
- Building smart enemy AI systems
- Optimizing games with many interactive objects
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