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- The_Olcia
-
Scratcher
88 posts
Touching Any Sprite Boolean
Support
- Workarounds are too long
- Scratch Jr has it
- Good if you don't want to use too many clones or/and even reach 300 limit (eg. particle system and clones)
- as stated in OP (long chain of blocks)
- make list of every sprite and make code to check if it touches anything from the list
- HighlaneGamingStudio
-
Scratcher
100+ posts
Touching Any Sprite Boolean
Support, we already have blocks for if any key is pressed, why not a block for if touching any sprite?
<key [any v] pressed?>
when [any v] key pressed
- rdococ
-
Scratcher
1000+ posts
Touching Any Sprite Boolean
In most cases a ‘touching any sprite?’ condition would be too general. E.G. you want to detect walls during collision and enemies during damage detection but not both at the same time.
- HighlaneGamingStudio
-
Scratcher
100+ posts
Touching Any Sprite Boolean
In most cases a ‘touching any sprite?’ condition would be too general. E.G. you want to detect walls during collision and enemies during damage detection but not both at the same time.
<<touching (any sprite v) ?> and <not <touching (enemies v) ?>>>
- hoppingcoin404
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Scratcher
50 posts
Touching Any Sprite Boolean
<touching [any sprite v] ?>I agree
(sprites touching :: sensing)
(distance to [nearest sprite v])
(distance to [farthest sprite v])
(distance to x: [0], y: [0] :: sensing)
(2 nearest sprites :: sensing)
Last edited by hoppingcoin404 (June 4, 2025 12:13:38)
- Olimon7661
-
Scratcher
1000+ posts
Touching Any Sprite Boolean
I support. This would be useful. Also, remove the supporters list from the OP, it's not really necessary.
- minniesworld
-
Scratcher
500+ posts
Touching Any Sprite Boolean
I support. This would be useful. Also, remove the supporters list from the OP, it's not really necessary.It's from 2015… They're probably not active anymore.
But this is also a useful feature, support
- HighlaneGamingStudio
-
Scratcher
100+ posts
Touching Any Sprite Boolean
(distance to )Those aren't part of the suggestion and have workarounds. I think the third one is rejected, too.
(distance to )
(distance to x: , y: :: sensing)
(2 nearest sprites :: sensing)
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