Discuss Scratch

gosoccerboy5
Scratcher
1000+ posts

Distance/direction to x: () y: ()

Now, I know it's rejected unlikely for a
point towards x: () y: () :: motion 
block to exist, but what if we turned it into a reporter block, a much more versatile block.
direction to x: () y: () :: sensing reporter
Now 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 reporter
Now that sounds a bit more versatile, eh?
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..
[direction v] to x: () y: () :: sensing reporter
[distance v] to x: () y: () :: sensing reporter
With this one block you can do all sorts of things. Maybe this will help the ST rethink their decisions.
Please give your opinions to make Scratch a better place!!

Last edited by gosoccerboy5 (Jan. 21, 2021 16:01:12)

gosoccerboy5
Scratcher
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)

Last edited by gosoccerboy5 (Jan. 21, 2021 16:02:51)

gosoccerboy5
Scratcher
1000+ posts

Distance/direction to x: () y: ()

Does anyone want to… do anything?
gosoccerboy5
Scratcher
1000+ posts

Distance/direction to x: () y: ()

bump
Sorry, you have to wait 60 seconds between posts.
latin_gamerX
Scratcher
500+ posts

Distance/direction to x: () y: ()

here's a bump
gosoccerboy5
Scratcher
1000+ posts

Distance/direction to x: () y: ()

bump
gosoccerboy5
Scratcher
1000+ posts

Distance/direction to x: () y: ()

bump

Now that I think it over, what if we expanded to a
[distance v] from x1: () y1: () x2: () y2: () :: sensing reporter
[direction v] from x1: () y1: () x2: () y2: () :: sensing reporter
That'd be cool and more versatile but probably harder to pick up and it looks like a pretty bloated block anyways.

Totally not replacing my old redundant bump with a more constructive post.

Last edited by gosoccerboy5 (Feb. 12, 2021 23:03:32)

fdreerf
Scratcher
1000+ posts

Distance/direction to x: () y: ()

A point towards x/y block isn't rejected; a pointing towards sprite? boolean is.
You might as well use the duplicate.
gosoccerboy5
Scratcher
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

Last edited by gosoccerboy5 (Oct. 24, 2020 02:11:18)

gosoccerboy5
Scratcher
1000+ posts

Distance/direction to x: () y: ()

blip blop bump
gosoccerboy5
Scratcher
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
Scratcher
1000+ posts

Distance/direction to x: () y: ()

bring up my post
gosoccerboy5
Scratcher
1000+ posts

Distance/direction to x: () y: ()

In my opinion this block is more compact and versatile than the
point towards x: () y: () :: motion
block 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

Last edited by gosoccerboy5 (Jan. 21, 2021 16:03:56)

sathvikrias
Scratcher
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.
Lemonadeinsummer
Scratcher
100+ posts

Distance/direction to x: () y: ()

That is an amazing idea!
gosoccerboy5
Scratcher
1000+ posts

Distance/direction to x: () y: ()

Lemonadeinsummer wrote:

That is an amazing idea!
Why? I want to know

sathvikrias wrote:

(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.
Go ahead, the character limit is 200, 000. Don't be afraid to be constructive!
portalpower
Scratcher
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
Scratcher
1000+ posts

Distance/direction to x: () y: ()

portalpower wrote:

point in direction (([atan v] of (((x) - (x position)) / ((y) - (y position)))) + ((180) * <((y) - (y position))<  [0]>
is point towards (x) (y) workaround
I know that, and I have it backpacked, but… like seriously. That workaround tho.
Rendangbike2
Scratcher
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:

(([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
Scratcher
1000+ posts

Distance/direction to x: () y: ()

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.

Edit: Ayy, king of the page!

Last edited by the2000 (Feb. 4, 2021 02:32:46)

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