Scratch using iPads - Creating smooth platformer controls without keyboard
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📱 Building Scratch games on iPad? Need smooth touch controls for platformers? 🚀 Get Help Now
SummerCamp_Maya
Posted on July 17, 2024 • Intermediate
📱 iPad Scratch Platformer Challenge!
Hello everyone! I’ve been running Scratch summer camps in Tenerife for two summers now, and the kids absolutely love it! 🏖️✨
However, we’re facing a unique challenge - our summer camp only has iPads available (no physical keyboards), which makes creating smooth platformer games quite tricky! 😅
What we’ve accomplished so far:
- ✅ Created custom touch buttons for LEFT/RIGHT/UP/DOWN
- ✅ Used “when this sprite clicked” with broadcast messages
- ✅ Basic movement is working!
The challenge now:
- 🎯 Need smooth, flowing sprite movement (like Griffpatch & Zinnea tutorials)
- 🧗 Want to implement wall climbing mechanics
- ⚡ Need proper gravity and sensing systems
- 🎮 Create professional-feeling platformer controls on touch devices
Can anyone share tips for creating smooth platformer mechanics specifically designed for iPad/touch interfaces? The kids are getting more advanced and want to build games like the YouTube tutorials! 🙏
TouchControl_Expert
Replied 1 hour later • ⭐ Best Answer
What an awesome project @SummerCamp_Maya! Teaching kids Scratch on iPads is fantastic. Here’s a complete solution for smooth touch-based platformer controls:
🎮 Touch Control System Architecture
🛠️ Complete iPad Touch Control System
Here’s a professional touch-based platformer system designed specifically for iPads:
// Variables needed (all for this sprite only): // x_velocity, y_velocity, on_ground, touching_wall // button_left_pressed, button_right_pressed, button_jump_pressed when flag clicked set [x_velocity v] to [0] set [y_velocity v] to [0] set [on_ground v] to [false] set [touching_wall v] to [false]
📱 Step 1: Advanced Touch Button System
Create responsive touch buttons with visual feedback:
// Left Button Sprite when this sprite clicked set [button_left_pressed v] to [true] set size to (110) % // Visual feedback wait (0.1) seconds set size to (100) % set [button_left_pressed v] to [false] // For continuous movement, use this instead: when this sprite clicked set [button_left_pressed v] to [true] repeat until <not <touching [mouse-pointer v] ?>> // Movement happens in main loop wait (0.02) seconds // Smooth updates end set [button_left_pressed v] to [false]
// Right Button Sprite when this sprite clicked set [button_right_pressed v] to [true] repeat until <not <touching [mouse-pointer v] ?>> wait (0.02) seconds end set [button_right_pressed v] to [false] // Jump Button Sprite when this sprite clicked set [button_jump_pressed v] to [true] set size to (120) % // Bigger feedback for jump wait (0.15) seconds set size to (100) % set [button_jump_pressed v] to [false]
⚡ Step 2: Smooth Velocity-Based Movement
Professional movement system that feels great on touch:
// Main Player Movement (in player sprite) when flag clicked forever // Horizontal movement if <(button_left_pressed) = [true]> then change [x_velocity v] by (-1.2) // Acceleration end if <(button_right_pressed) = [true]> then change [x_velocity v] by (1.2) // Acceleration end // Friction (makes movement feel smooth) set [x_velocity v] to ((x_velocity) * (0.85)) // Limit max speed if <(x_velocity) > [8]> then set [x_velocity v] to [8] end if <(x_velocity) < [-8]> then set [x_velocity v] to [-8] end // Apply horizontal movement change x by (x_velocity) end
🧗 Step 3: Advanced Jump & Gravity System
Responsive jumping that works great with touch controls:
// Gravity and Jump System when flag clicked forever // Gravity change [y_velocity v] by (-0.8) // Jump logic if <<(button_jump_pressed) = [true]> and <(on_ground) = [true]>> then set [y_velocity v] to [12] // Jump strength set [on_ground v] to [false] play sound [jump v] end // Apply vertical movement change y by (y_velocity) // Ground collision if <touching [ground v] ?> then repeat until <not <touching [ground v] ?>> change y by (1) end change y by (-1) set [y_velocity v] to [0] set [on_ground v] to [true] else set [on_ground v] to [false] end end
🧗 Step 4: Wall Climbing System
Advanced wall climbing perfect for touch controls:
// Wall Climbing System define check wall climbing // Check if touching wall if <touching [walls v] ?> then set [touching_wall v] to [true] // Wall climbing with jump button if <(button_jump_pressed) = [true]> then set [y_velocity v] to [6] // Climb speed // Visual feedback change [brightness v] effect by (10) wait (0.1) seconds change [brightness v] effect by (-10) end // Wall sliding (slower fall) if <(y_velocity) < [0]> then set [y_velocity v] to ((y_velocity) * (0.3)) // Slow slide end else set [touching_wall v] to [false] end // Call this in your main loop when flag clicked forever check wall climbing end
🎯 Step 5: Enhanced Touch UI
Create a professional touch interface:
// D-Pad Style Controls (Left Button) when flag clicked go to x: (-180) y: (-120) // Bottom left set size to (80) % show // Visual states for better feedback when I receive [button_pressed v] set [color v] effect to (25) wait (0.1) seconds set [color v] effect to (0) // Jump Button (make it bigger and more prominent) when flag clicked go to x: (180) y: (-120) // Bottom right set size to (100) % set [color v] effect to (50) // Different color show
🌟 Step 6: Advanced Features
Professional touches that make the game feel amazing:
// Coyote Time (jump grace period) define coyote time system if <(on_ground) = [false]> then if <(coyote_timer) > [0]> then change [coyote_timer v] by (-1) // Still allow jumping if <(button_jump_pressed) = [true]> then set [y_velocity v] to [12] set [coyote_timer v] to [0] end end else set [coyote_timer v] to [5] // 5 frame grace period end // Jump Buffering (register early jumps) define jump buffering if <(button_jump_pressed) = [true]> then set [jump_buffer v] to [8] // 8 frame buffer end if <<(jump_buffer) > [0]> and <(on_ground) = [true]>> then set [y_velocity v] to [12] set [jump_buffer v] to [0] end if <(jump_buffer) > [0]> then change [jump_buffer v] by (-1) end
This system creates buttery-smooth platformer controls perfect for iPad! 🎮✨
SummerCamp_Maya
Replied 4 hours later
@TouchControl_Expert This is INCREDIBLE! 🤩
I implemented your velocity-based system over the weekend and the difference is night and day! The kids were amazed at how smooth and professional their games suddenly felt.
The wall climbing system works perfectly, and the visual feedback on the buttons makes everything feel so responsive. Thank you for saving our summer camp! 🏖️✨
The kids are now creating games that rival the YouTube tutorials they watch! 🎮
MobileEducator_Pro
Replied 2 hours later
Fantastic solution! Here are some additional tips for iPad Scratch development:
📱 iPad-Specific Enhancements
- Larger Touch Targets: Make buttons at least 44x44 pixels
- Haptic Feedback: Use sound effects to simulate vibration
- Gesture Controls: Swipe detection for special moves
- Adaptive UI: Different layouts for portrait/landscape
// Swipe Detection for Special Moves when flag clicked set [swipe_start_x v] to [0] forever if <mouse down?> then set [swipe_start_x v] to (mouse x) wait until <not <mouse down?>> if <((mouse x) - (swipe_start_x)) > [100]> then broadcast [swipe right v] // Special move end end end
For connecting external keyboards, yes that works great! But this touch system ensures accessibility for all students.
Vibelf_Community
Pinned Message • Moderator
📱 Master Mobile Game Development
Excellent mobile Scratch discussion! For educators and developers creating touch-friendly games, our community provides expert guidance on:
- 🎯 Professional touch controls
- 📱 Mobile-optimized game design
- 🎮 Accessibility-focused development
- 🏫 Educational game development
📚 Related Mobile Topics
Ready to create amazing mobile-friendly Scratch games? Get expert guidance from our educational technology specialists!