Fixing sprites that restart unexpectedly in Scratch games
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GameDebugger_2024
Posted on August 6, 2024 • Intermediate
🐛 Sprites restarting without being triggered - need debugging help!
I’m working on a betting game where players can bet on race winners. The flow should be: Race → Win Screen → Betting Stage → Start Button → Race. However, something weird is happening!
When the win screen ends, the race immediately starts again, completely skipping the betting stage. I’ve checked all my sprites and only the start button should broadcast the race start message, but somehow the race is triggering anyway.
I even tried disconnecting the custom block from the broadcast, but the sprites still move! Is this a Scratch bug, or am I missing something? Any debugging tips would be super helpful! 🤔
DebugSpecialist_Pro
Replied 1 hour later • ⭐ Best Answer
Great question @GameDebugger_2024! This is a common issue in complex Scratch games. Let me help you debug this step by step! 🔍
🕵️ Step 1: Debug Hidden Broadcasts
First, let’s catch all broadcast messages to see what’s being triggered:
// Add this to a temporary sprite for debugging when I receive [any message v] say (join [Received: ] (message)) for [2] seconds // This will show you EVERY broadcast in your project
🎯 Step 2: Verify Your Start Button
Make sure your start button only sends one specific broadcast:
// Correct start button code when this sprite clicked if <(game state) = [betting]> then broadcast [start race v] and wait else say [Not ready to start!] for [1] seconds end
🔧 Step 3: Add Debug Messages to Custom Blocks
Modify your race-starting block to show when it’s triggered:
define Start Race say [Race started by trigger!] for [1] seconds set [debug info v] to (join [Started at: ] (timer)) // ... rest of your race code ... // Also add this to see what calls it define Start Race (caller) say (join [Race started by: ] (caller)) for [2] seconds // Then call it like: Start Race [start button] :: custom
🛑 Step 4: Proper Script Control
Add proper script stopping to your win screen:
// In your win screen code when I receive [show win v] stop [other scripts in sprite v] // Stops racing scripts broadcast [reset all v] and wait show win screen wait [3] seconds broadcast [start betting v] // In each racing sprite when I receive [reset all v] stop [other scripts in sprite v] go to x: [starting x] y: [starting y] point in direction [90] set [speed v] to [0] hide
🎮 Step 5: Implement State Management
Create a robust game state system:
// Main game controller when flag clicked set [game state v] to [betting] broadcast [show betting screen v] when I receive [start race v] if <(game state) = [betting]> then set [game state v] to [racing] broadcast [begin race v] else say [Cannot start race now!] for [1] seconds end when I receive [race finished v] set [game state v] to [win screen] broadcast [show win screen v] wait [3] seconds set [game state v] to [betting] broadcast [show betting screen v]
🔍 Step 6: Advanced Debugging Techniques
Use these techniques to track down the issue:
// Create a debug log when flag clicked delete [all v] of [debug log v] // Add to any suspicious script add (join (join [Time: ] (timer)) (join [ - Event: ] [your event name])) to [debug log v] // Check for infinite loops define check for loops if <(length of [debug log v]) > [100]> then say [Possible infinite loop detected!] for [3] seconds stop [all v] end
⚠️ Common Causes of Unexpected Restarts:
- Hidden “when flag clicked” blocks: Check ALL sprites for green flag scripts
- Broadcast loops: Script A broadcasts to Script B, which broadcasts back to A
- Clone behavior: Clones might be triggering events unexpectedly
- Timer-based triggers: Scripts using “when timer > X” might be firing
- Key press events: Accidental key presses triggering movement
- Touching conditions: Sprites touching each other causing events
🎯 Quick Fix Checklist:
- Add the broadcast debugger and run your game
- Check the debug messages to see what’s being triggered
- Look for any “when I receive” blocks that match those messages
- Add state checks to prevent actions in wrong game states
- Use “stop other scripts” blocks strategically
This systematic approach should help you identify exactly what’s causing the unexpected restarts! 🎮
GameDebugger_2024
Replied 30 minutes later
@DebugSpecialist_Pro This is AMAZING! 🎉 The broadcast debugger immediately showed me the problem!
Turns out I had a hidden “when timer > 5” block in one of my racing sprites that was triggering the race start. I completely forgot about it! The state management system you provided is also much cleaner than what I had.
Thank you so much for the detailed debugging guide - this will help me avoid similar issues in the future! 🙏
BugHunter_Expert
Replied 15 minutes later
Great debugging work everyone! 🔍 Here’s an additional tip for preventing these issues:
// Create a master switch for debugging when flag clicked set [debug mode v] to [on] // Change to 'off' for final version // Add to any critical script if <(debug mode) = [on]> then say (join [Script triggered: ] [script name]) for [1] seconds end
This makes it easy to toggle debugging on/off without removing all your debug code!
Vibelf_Community
Pinned Message • Moderator
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- How to debug complex broadcast systems?
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