Discuss Scratch
- gosoccerboy5
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1000+ posts
Distance/direction to x: () y: ()
Now, I know it's rejected unlikely for a
But there's more!
You're probably like "@gosoccerboy5 ur crazy because this is already rejected suggested and bla bla", but I have further ideas..
Maybe this will help the ST rethink their decisions.
Please give your opinions to make Scratch a better place!!
point towards x: () y: () :: motionblock to exist, but what if we turned it into a reporter block, a much more versatile block.
direction to x: () y: () :: sensing reporterNow you could use this in more settings. Of course you could always use it in its original setting.
point in direction (direction to x: () y: () :: sensing reporterNow that sounds a bit more versatile, eh?
But there's more!
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[direction v] to x: () y: () :: sensing reporterWith this one block you can do all sorts of things.
[distance v] to x: () y: () :: sensing reporter
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Please give your opinions to make Scratch a better place!!

Last edited by gosoccerboy5 (Jan. 21, 2021 16:01:12)
- gosoccerboy5
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1000+ posts
Distance/direction to x: () y: ()
Now to debunk the counter arguments:
“Easy workaround, no support”
Yes, but this “easy workaround” could involve an extra variable or sprite. Even if you decide to use a custom block, guess what we wouldn't need these except we don't have custom reporters. Also, some Scratchers might not know how to do this. It involves a bit of maths.
“Too complex”
You could apply that logic to the sin/cos/tan block, too, but we still have those.
“We don't need this”
Maybe you've never done some sort of game that required these? I'm sure everyone who actually uses Scratch to code has felt a need for one of these every once in a while. I had to do a lot of dumb workarounds in this project.
Any more fuzzy arguments? Post them down there!
(Lol I do not mean any offense to anyone who thinks differently from me)
“Easy workaround, no support”
Yes, but this “easy workaround” could involve an extra variable or sprite. Even if you decide to use a custom block, guess what we wouldn't need these except we don't have custom reporters. Also, some Scratchers might not know how to do this. It involves a bit of maths.
“Too complex”
You could apply that logic to the sin/cos/tan block, too, but we still have those.
“We don't need this”
Maybe you've never done some sort of game that required these? I'm sure everyone who actually uses Scratch to code has felt a need for one of these every once in a while. I had to do a lot of dumb workarounds in this project.
Any more fuzzy arguments? Post them down there!

Last edited by gosoccerboy5 (Jan. 21, 2021 16:02:51)
- gosoccerboy5
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1000+ posts
Distance/direction to x: () y: ()
Does anyone want to… do anything?
- gosoccerboy5
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1000+ posts
Distance/direction to x: () y: ()
bump
Sorry, you have to wait 60 seconds between posts.
Sorry, you have to wait 60 seconds between posts.
- gosoccerboy5
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1000+ posts
Distance/direction to x: () y: ()
bump
Now that I think it over, what if we expanded to a
Totally not replacing my old redundant bump with a more constructive post.
Now that I think it over, what if we expanded to a
[distance v] from x1: () y1: () x2: () y2: () :: sensing reporterThat'd be cool and more versatile but probably harder to pick up and it looks like a pretty bloated block anyways.
[direction v] from x1: () y1: () x2: () y2: () :: sensing reporter
Totally not replacing my old redundant bump with a more constructive post.
Last edited by gosoccerboy5 (Feb. 12, 2021 23:03:32)
- gosoccerboy5
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1000+ posts
Distance/direction to x: () y: ()
This is slightly different in that
a. it's a reporter block which is slightly more versatile
b. it also includes the distance to a certain point
I'll leave it to ST members to close if if they feel like it, sorry
a. it's a reporter block which is slightly more versatile
b. it also includes the distance to a certain point
I'll leave it to ST members to close if if they feel like it, sorry
Last edited by gosoccerboy5 (Oct. 24, 2020 02:11:18)
- gosoccerboy5
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1000+ posts
Distance/direction to x: () y: ()
jeez yet another bump that i made a long time ago
Last edited by gosoccerboy5 (Feb. 4, 2021 02:14:01)
- gosoccerboy5
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1000+ posts
Distance/direction to x: () y: ()
In my opinion this block is more compact and versatile than the
Edit: sorry I bumped so much back then, I've learned from my mistakes
point towards x: () y: () :: motionblock because it not only allows for you to point towards a certain point, but also allows you to read the direction without having to point there. You can also read the distance to the point, which can be useful for projects that use circles or triangles or whatever.
Edit: sorry I bumped so much back then, I've learned from my mistakes
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Last edited by gosoccerboy5 (Jan. 21, 2021 16:03:56)
- sathvikrias
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500+ posts
Distance/direction to x: () y: ()
(how have I not supported on this yet)
lots of support!
I would use it a lot, too many reasons to type in this post.
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: ()
Why? That is an amazing idea!
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(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.
- portalpower
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1000+ posts
Distance/direction to x: () y: ()
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: ()
I know that, and I have it backpacked, but… like seriously. That workaround tho.point in direction (([atan v] of (((x) - (x position)) / ((y) - (y position)))) + ((180) * <((y) - (y position))< [0]>is point towards (x) (y) workaround
- Rendangbike2
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1000+ posts
Distance/direction to x: () y: ()
Support! This is a clever way of workarounding the point to x y block and for avoiding a dupe. And I'm working on a game that can benefit from this.
But there is a very easy workaround for this kinda stuff that everyone can understand, This:
As you can see, it's very simple and practical.
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.
Last edited by Rendangbike2 (Feb. 4, 2021 02:11:29)
- the2000
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1000+ posts
Distance/direction to x: () y: ()
Support, this is much more versatile. While we're at it we should have
Edit: Ayy, king of the page!
(distance to [Sprite1 v])changed to
([distance v] to [Sprite1 v] :: sensing)with “direction” being a new option.
Edit: Ayy, king of the page!
Last edited by the2000 (Feb. 4, 2021 02:32:46)