Discuss Scratch

gosoccerboy5
Scratcher
1000+ posts

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

the2000 wrote:

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.
That's a really smart idea!
the2000
Scratcher
1000+ posts

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

gosoccerboy5 wrote:

the2000 wrote:

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.
That's a really smart idea!
I was following your idea with the
[direction v] to x: () y: () :: sensing reporter
[distance v] to x: () y: () :: sensing reporter
thing 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.

Last edited by the2000 (Feb. 4, 2021 02:35:05)

Scratchperson1000000
Scratcher
500+ posts

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

when green flag clicked
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)
no support.
the2000
Scratcher
1000+ posts

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

Scratchperson1000000 wrote:

when green flag clicked
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)
no support.
…What? Also, circular “and” will haunt my nightmares.
Scratchperson1000000
Scratcher
500+ posts

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

the2000 wrote:

Scratchperson1000000 wrote:

when green flag clicked
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)
no support.
…What? Also, circular “and” will haunt my nightmares.
Oh, sorry, just pretend it's boolean…
the2000
Scratcher
1000+ posts

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

Scratchperson1000000 wrote:

the2000 wrote:

Scratchperson1000000 wrote:

-snip-
no support.
…What? Also, circular “and” will haunt my nightmares.
Oh, sorry, just pretend it's boolean…
What is
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?
Hearst10
Scratcher
100+ posts

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

bump
han614698
Scratcher
1000+ posts

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

I don't understand. . .how would this block hold a number or a letter?
pokeshah
Scratcher
100+ posts

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

han614698 wrote:

I don't understand. . .how would this block hold a number or a letter?
it cant…
-EmeraldThunder-
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
No support for above reason.
gosoccerboy5
Scratcher
1000+ posts

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

-EmeraldThunder- wrote:

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
No support for above reason.
Ahahaha.. easy workaround..
the2000
Scratcher
1000+ posts

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

gosoccerboy5 wrote:

-EmeraldThunder- wrote:

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
No support for above reason.
Ahahaha.. easy workaround..
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.
gosoccerboy5
Scratcher
1000+ posts

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

the2000 wrote:

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.
Duh. *slaps forehead*

Last edited by gosoccerboy5 (Feb. 6, 2021 20:57:45)

Rendangbike2
Scratcher
1000+ posts

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

le bmup
gosoccerboy5
Scratcher
1000+ posts

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

Bump

jk its a bad topic but I wanted to use that meme

Last edited by gosoccerboy5 (Feb. 12, 2021 16:15:55)

PGBFLITE6373
Scratcher
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-
Scratcher
500+ posts

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

gosoccerboy5 wrote:

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!
Personally, I never care if someone supports, as long as they support.
gosoccerboy5
Scratcher
1000+ posts

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

-Quantum_Studios- wrote:

Personally, I never care if someone supports, as long as they support.
That's the same thing.. did you mean why they support? You should definitely say why you support something.
sathvikrias
Scratcher
500+ posts

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

Rendangbike2 wrote:

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.
new scratchers wouldn't think of that, neither would I.
the2000
Scratcher
1000+ posts

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

sathvikrias wrote:

Rendangbike2 wrote:

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.
new scratchers wouldn't think of that, neither would I.
That's the joke

(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.)

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