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- 1080GBA
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500+ posts
new layer sensing blocks, <behind [sprite]?> and (layer)
<[behind v] sprite ( v) ?::sensing>
(layer::looks)
([layer v] of (sprite1 v)::sensing)
Last edited by 1080GBA (April 28, 2022 07:20:40)
- TheAnimalKingdom42
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1000+ posts
new layer sensing blocks, <behind [sprite]?> and (layer)
Bring up this topic
- musicROCKS013
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1000+ posts
new layer sensing blocks, <behind [sprite]?> and (layer)
The bump of ‘87
- Plasmoxxie
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66 posts
new layer sensing blocks, <behind [sprite]?> and (layer)
GBA, your list workaround is very complicated and would become a serious problem with projects that contain many sprites. The new blocks are far simpler and more effective. By the way, I support.
- 1080GBA
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500+ posts
new layer sensing blocks, <behind [sprite]?> and (layer)
I support.what list workaround GBA, your list workaround is very complicated and would become a serious problem with projects that contain many sprites. The new blocks are far simpler and more effective. By the way,
Last edited by 1080GBA (July 3, 2022 12:36:21)
- musicROCKS013
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1000+ posts
new layer sensing blocks, <behind [sprite]?> and (layer)
So, would
<behind [sprite1 v] ?::sensing>Mean directly behind or generally behind?
Last edited by musicROCKS013 (July 10, 2022 19:41:17)
- Thethree13
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42 posts
new layer sensing blocks, <behind [sprite]?> and (layer)
b u m p. we really need this, the current layer system sucks.
- LilyOfLuck
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9 posts
new layer sensing blocks, <behind [sprite]?> and (layer)
Infinite support. Anything but not supporting. My support is so strong that it can hold up all of earth. (Also, there being workarounds for things this would help with does not negate the usefulness of these blocks but instead highlight it, for without it we need workarounds in the first place. Scratch is a place where peeps new to programming can go to figure out the ropes and such, not be bombarded with senseless workarounds just because some people thought that a small block count is better than quality of life.)
Full support. It makes animations especially way easier and a lot more approachable, but also 3d and 2.5d games a lot more accessible to new scratchers.
^w^
Full support. It makes animations especially way easier and a lot more approachable, but also 3d and 2.5d games a lot more accessible to new scratchers.
^w^
- JoeJongTrump
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1 post
new layer sensing blocks, <behind [sprite]?> and (layer)
support
I wanna code a 2,5d doomlike system out of zylinders and therefor I need to manage the layers of the Zylinders depending on how big the Distance to the player is, but I don't know how to do this when there isn't even an integer for the layer of a sprite.
So for me a
I wanna code a 2,5d doomlike system out of zylinders and therefor I need to manage the layers of the Zylinders depending on how big the Distance to the player is, but I don't know how to do this when there isn't even an integer for the layer of a sprite.
So for me a
(layer)and a
set layer to ()block would be enough
Last edited by JoeJongTrump (Oct. 25, 2023 14:47:45)
- cookieclickerer33
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1000+ posts
new layer sensing blocks, <behind [sprite]?> and (layer)
Having
Going to layer
Etc
([Layer v] of [Sprite1 v])And
(Layer::looks)Is better because then you could use
<([Layer v] of [Sprite1 v]) < (layer::looks)>For behind, and in front
Going to layer
Etc
- not-k7e
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52 posts
new layer sensing blocks, <behind [sprite]?> and (layer)
workarond is easy to sneak in a game loop and is no that hard no support
- cookieclickerer33
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1000+ posts
new layer sensing blocks, <behind [sprite]?> and (layer)
or, is it? workarond is easy to sneak in a game loop and is no that hard no support
you see the workarround is much much more complex than you think (technically impossible)
- not-k7e
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52 posts
new layer sensing blocks, <behind [sprite]?> and (layer)
This is a workaround: https://scratch-mit-edu.ezproxyberklee.flo.org/projects/920827382/
- cookieclickerer33
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1000+ posts
new layer sensing blocks, <behind [sprite]?> and (layer)
https://scratch-mit-edu.ezproxyberklee.flo.org/projects/920827382/im not sure how that even works at all. can you explain it?? This is a workaround:
i dont see anything that at all relates to checking layers on it yet it works
Last edited by cookieclickerer33 (Nov. 8, 2023 00:34:38)
- Scratch_Fakemon
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63 posts
new layer sensing blocks, <behind [sprite]?> and (layer)
Great idea! I could see it working like this:
When green flag clicked
forever
Go to [Back v] layer ::looks
Go [Forward v] (1) layers ::looks
Say (layer of [Sprite1 v] ::sensing) for (2) secs
Set [Layer v] to (layer of [Sprite1 v] ::sensing)
Add (Layer) to [LayerList v]
end
- not-k7e
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52 posts
new layer sensing blocks, <behind [sprite]?> and (layer)
This basically exploits the fact the sprites on the top layer run firsthttps://scratch-mit-edu.ezproxyberklee.flo.org/projects/920827382/im not sure how that even works at all. can you explain it?? This is a workaround:
i dont see anything that at all relates to checking layers on it yet it works
- cookieclickerer33
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1000+ posts
new layer sensing blocks, <behind [sprite]?> and (layer)
AHAThis basically exploits the fact the sprites on the top layer run firsthttps://scratch-mit-edu.ezproxyberklee.flo.org/projects/920827382/im not sure how that even works at all. can you explain it?? This is a workaround:
i dont see anything that at all relates to checking layers on it yet it works
thats not a valid workaround then, you shouldnt have to rely on quirks of the engine
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