Discuss Scratch
- gosoccerboy5
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1000+ posts
Distance/direction to x: () y: ()
That's a really smart idea! Support, this is much more versatile. While we're at it we should have(distance to [Sprite1 v])changed to([distance v] to [Sprite1 v] :: sensing)with “direction” being a new option.
- the2000
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1000+ posts
Distance/direction to x: () y: ()
I was following your idea with theThat's a really smart idea! Support, this is much more versatile. While we're at it we should have(distance to [Sprite1 v])changed to([distance v] to [Sprite1 v] :: sensing)with “direction” being a new option.
[direction v] to x: () y: () :: sensing reporterthing backwards, but thanks! Scratch has a lot of blocks that have one variant for coordinates and another variant to automatically use the coordinates of a sprite, so this seemed like it would make sense.
[distance v] to x: () y: () :: sensing reporter
Last edited by the2000 (Feb. 4, 2021 02:35:05)
- Scratchperson1000000
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500+ posts
Distance/direction to x: () y: ()
when green flag clickedno support.
point in direction ((x position) and (y position)
broadcast (point in direction v)
when I receive (point in direction v)
point in direction <x position and y position>
define <x position and y position>
point in direction (x position)
point in direction (y position)
- the2000
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1000+ posts
Distance/direction to x: () y: ()
…What? Also, circular “and” will haunt my nightmares.when green flag clickedno support.
point in direction ((x position) and (y position)
broadcast (point in direction v)
when I receive (point in direction v)
point in direction <x position and y position>
define <x position and y position>
point in direction (x position)
point in direction (y position)
- Scratchperson1000000
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500+ posts
Distance/direction to x: () y: ()
Oh, sorry, just pretend it's boolean……What? Also, circular “and” will haunt my nightmares.when green flag clickedno support.
point in direction ((x position) and (y position)
broadcast (point in direction v)
when I receive (point in direction v)
point in direction <x position and y position>
define <x position and y position>
point in direction (x position)
point in direction (y position)
- the2000
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1000+ posts
Distance/direction to x: () y: ()
What isOh, sorry, just pretend it's boolean……What? Also, circular “and” will haunt my nightmares. -snip-
no support.
point in direction <(x position) and (y position)>supposed to do anyway? Why are you putting numbers into boolean inputs, and what on earth is “point in direction (true)” supposed to do?
- han614698
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1000+ posts
Distance/direction to x: () y: ()
I don't understand. . .how would this block hold a number or a letter?
- pokeshah
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100+ posts
Distance/direction to x: () y: ()
it cant… I don't understand. . .how would this block hold a number or a letter?
- -EmeraldThunder-
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1000+ posts
Distance/direction to x: () y: ()
No support for above reason.point in direction (([atan v] of (((x) - (x position)) / ((y) - (y position)))) + ((180) * <((y) - (y position))< [0]>is point towards (x) (y) workaround
- gosoccerboy5
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1000+ posts
Distance/direction to x: () y: ()
Ahahaha.. easy workaround..No support for above reason.point in direction (([atan v] of (((x) - (x position)) / ((y) - (y position)))) + ((180) * <((y) - (y position))< [0]>is point towards (x) (y) workaround
- the2000
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1000+ posts
Distance/direction to x: () y: ()
Because as we all know, the only Scratch users who would want to get the distance from a sprite to a point on the screen are people who have an in-depth understanding of geometry.Ahahaha.. easy workaround..No support for above reason.point in direction (([atan v] of (((x) - (x position)) / ((y) - (y position)))) + ((180) * <((y) - (y position))< [0]>is point towards (x) (y) workaround
- gosoccerboy5
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1000+ posts
Distance/direction to x: () y: ()
Duh. *slaps forehead* Because as we all know, the only Scratch users who would want to get the distance from a sprite to a point on the screen are people who have an in-depth understanding of geometry.
Last edited by gosoccerboy5 (Feb. 6, 2021 20:57:45)
- gosoccerboy5
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1000+ posts
Distance/direction to x: () y: ()
Bump

jk its a bad topic but I wanted to use that meme
jk its a bad topic but I wanted to use that meme
Last edited by gosoccerboy5 (Feb. 12, 2021 16:15:55)
- PGBFLITE6373
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1000+ posts
Distance/direction to x: () y: ()
Support, why not. shouldn't be that hard to code. There is a work around argument is a false argument bedause we have the glide block and we have a work around for that and we have a point towards block and that has a work around
Last edited by PGBFLITE6373 (Feb. 12, 2021 16:25:42)
- -Quantum_Studios-
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500+ posts
Distance/direction to x: () y: ()
Personally, I never care if someone supports, as long as they support.Why? That is an amazing idea!I want to know
(how have I not supported on this yet)Go ahead, the character limit is 200, 000. Don't be afraid to be constructive!
lots of support!
I would use it a lot, too many reasons to type in this post.
- gosoccerboy5
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1000+ posts
Distance/direction to x: () y: ()
if someone supports, as long as they support.That's the same thing.. did you mean Personally, I never care why they support? You should definitely say why you support something.
- sathvikrias
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500+ posts
Distance/direction to x: () y: ()
and for avoiding a dupe. And I'm working on a game that can benefit from this.new scratchers wouldn't think of that, neither would I. Support! This is a clever way of workarounding the point to x y block
But there is a very easy workaround for this kinda stuff that everyone can understand, This:(([atan v] of (((x) - (x position)) / ((y) - (y position)))) + ((180) * <((y) - (y position))< [0]>
As you can see, it's very simple and practical.
- the2000
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1000+ posts
Distance/direction to x: () y: ()
That's the jokeand for avoiding a dupe. And I'm working on a game that can benefit from this.new scratchers wouldn't think of that, neither would I. Support! This is a clever way of workarounding the point to x y block
But there is a very easy workaround for this kinda stuff that everyone can understand, This:(([atan v] of (((x) - (x position)) / ((y) - (y position)))) + ((180) * <((y) - (y position))< [0]>
As you can see, it's very simple and practical.
(Upon closer inspection, they tried to write "[/sarcasm]" in their original post. However, they messed up their formatting, and the text is invisible as a result.)