Study on why glides are interrupted and redirected in my game here: http://scratch.mit.edu/projects/16659843/ Poke Scratchy with the mouse to make him move. Press [Space] to stop him. Press [Q] to redirect him to a third position above (x0,y0). This project shows the rules of gliding: 1. A Glide can be interrupted by any number of subsequent Glides. 2. When a subsequent (second, third, etc.) Glide command finishes, any glides whose Glide Timers are still running will resume control of the sprite and complete their Glide. 3. A Glide can be completely overridden by any new Glide command with a time value longer than the remaining time on the original Glide Timer. 4. What happens when two or more Glides remain active after the controlling Glide finishes is untested and undetermined at this point. There's probably a stack of Glide commands involved that may be based on when the Glide commands were initiated. Testing more than one override Glide was beyond the scope of this experiment, but can be done with the 3 Glide scripts/commands in this project. Just touch Scratchy and quickly hit [Q] then [Space].
Experiment to see how to interrupt a Glide command. The rules above can be demonstrated by interrupting the 2-second glide across the screen with the [Space Bar] or [Q] button. Space bar triggers a 1-second "pause" that becomes permanent if Scratchy is more than halfway through his 2-second Glide. (The beauty mark on his face is his origin. If it's at least halfway over the blue line, the pause is permanent. If you pause him before the beauty mark reaches the line, he jumps to resume the original Glide across the screen.) [Q] triggers a 2-second Glide and always interrupts the Glide across the screen. Based on a "Stop Script" experiment by ScubaJerry.