Joy's Pizza World (Part 1)

imma make a new player sprite so it matches with the rest of the characters

i thought up of a easier solution

it doesn't use vars, just image, image & show & hide blocks.

Don't use the when block for that.
[scratchblocks]when gf clicked::control
forever{if<touching[pizza v]?>{
}::control}::control[/scratchblocks]

okay
,

yes @helicoptur is right:

Explanation behind this:

A game has a game loop. You check for stuff in a game loop with if statements.


is like making a game with event listeners instead of game loop

I just meant that the when block will make the stop block more annoying to use and run when it's not supposed to. If you use a stop this script block in a loop, it will stop checking and can be restarted later, but when blocks are always running, so if you put some sort of if statement inside it will keep checking or running that script anyway and lag the project.

Pretty neat I have no ideas for this currently but I will think of them but for sure, Jump Scares are a need.

Same with event listeners though, I just wanted to explain from JS perspective

thx imma soon make an update where you can get jumpscared and die if you touch the walls 2 times

probably near when im almost finished with the game

Hey imma work on scrolling oki?

Here is the scrolling function
image
You don't have to go through the pain of making this function.

Apply it onto a sprite like this:
image
Where 100 is, you can replace with chosen x, and where 300 is, chosen y. Experiment with the numbers until you find one that is comfortable

untitled script pic

Add the goto block to every sprite, the ones that set camX and camY aren't needed

?but i already made a scroll function?

what is that for?

this works for every sprite you need to scroll

im confused but i don't think i need sprites to scroll if they are already attached to the level

that is an universal function that works attached or not

hmmm idk if i should use it or not because i'm still confused on what it's supposed to do

function scrollToPlayer(x, y){
  goTo(x-playerX, y-playerY);
}

you can put spaces between words in blocks