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How to implement dash ability in platformer games

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PA

PlatformMaster_Alex

Posted on July 23, 2025 • Intermediate

⚡ Need help implementing dash ability

Hey everyone! I’m working on a platformer/metroidvania style game and I really want to add a dash ability for more dynamic movement. I’ve been following Griffpatch’s platformer tutorial but he doesn’t cover dash mechanics.

I’ve tried looking up tutorials online but they either don’t work with my game engine or are completely wrong for what I’m trying to achieve. 😤

My game uses a physics-based movement system and I need the dash to:

  • Work smoothly with existing movement
  • Have a cooldown period
  • Feel responsive and snappy
  • Work in both horizontal directions

Any help would be greatly appreciated! I’m really stuck on this. 😔

MP

MovementPro_Dev

Replied 3 hours later • ⭐ Best Answer

Great question @PlatformMaster_Alex! Dash mechanics can be tricky but once you understand the physics, they’re quite manageable. Here’s a comprehensive solution:

⚡ Dash System Flow

Here’s how a proper dash system works:

flowchart TD A[🎮 Player Input] --> B{Dash Key Pressed?} B -->|No| C[Normal Movement] B -->|Yes| D{Dash Available?} D -->|No| C D -->|Yes| E[Start Dash] E --> F[Set Dash Direction] F --> G[Apply Dash Force] G --> H[Disable Gravity] H --> I[Start Dash Timer] I --> J{Dash Duration Over?} J -->|No| K[Continue Dash Movement] J -->|Yes| L[End Dash] K --> J L --> M[Re-enable Gravity] M --> N[Start Cooldown Timer] N --> O[Return to Normal Movement] O --> P{Cooldown Over?} P -->|No| C P -->|Yes| Q[Dash Available Again] Q --> C style A fill:#e1f5fe style E fill:#fff3e0 style G fill:#e8f5e8 style L fill:#fce4ec

🔧 Step 1: Setup Variables

First, create these variables for your dash system:

    when flag clicked
set [Dash Speed v] to [20]
set [Dash Duration v] to [10]
set [Dash Cooldown v] to [60]
set [Dash Available v] to [1]
set [Dash Timer v] to [0]
set [Cooldown Timer v] to [0]
  

⚡ Step 2: Dash Input Detection

Add this to your main movement script:

    // In your main movement loop
if <<key [x v] pressed?> and <(Dash Available) = [1]>> then
set [Dash Available v] to [0]
set [Dash Timer v] to (Dash Duration)

// Set dash direction based on player facing
if <(Player Direction) = [1]> then
set [Dash Direction v] to [1]
else
set [Dash Direction v] to [-1]
end

// Play dash sound effect
play sound [dash v]
end
  

🏃 Step 3: Dash Movement Logic

Replace your normal movement with this enhanced version:

    // Enhanced movement system
if <(Dash Timer) > [0]> then
// Dash movement
change x by ((Dash Speed) * (Dash Direction))
change [Dash Timer v] by [-1]

// Disable gravity during dash
set [Y Velocity v] to [0]

// Create dash trail effect
create clone of [Dash Trail v]
else
// Normal movement
if <key [right arrow v] pressed?> then
change [X Velocity v] by [1]
set [Player Direction v] to [1]
end
if <key [left arrow v] pressed?> then
change [X Velocity v] by [-1]
set [Player Direction v] to [-1]
end

// Apply friction
set [X Velocity v] to ((X Velocity) * [0.8])

// Apply gravity
change [Y Velocity v] by [-1]
end
  

⏰ Step 4: Cooldown System

Add cooldown management:

    // Cooldown management
if <(Dash Available) = [0]> then
if <(Dash Timer) = [0]> then
if <(Cooldown Timer) > [0]> then
change [Cooldown Timer v] by [-1]
else
set [Dash Available v] to [1]
set [Cooldown Timer v] to (Dash Cooldown)
end
end
end
  

🎨 Step 5: Visual Feedback

Add visual indicators for better player feedback:

    // Dash trail effect (for Dash Trail sprite)
when I start as a clone
set [ghost v] effect to [50]
go to [Player v]
repeat [5]
change [ghost v] effect by [10]
wait [0.1] seconds
end
delete this clone

// Dash cooldown indicator
when flag clicked
forever
if <(Dash Available) = [1]> then
set [color v] effect to [0]
else
set [color v] effect to [50]
end
end
  

🚀 Step 6: Advanced Features

For even better dash mechanics, try these enhancements:

Dash Through Enemies:

    // During dash, become invincible
if <(Dash Timer) > [0]> then
set [Invincible v] to [1]
else
set [Invincible v] to [0]
end
  

Wall Dash Reset:

    // Reset dash when touching wall
if <touching [Wall v]?> then
if <(Dash Available) = [0]> then
set [Dash Available v] to [1]
set [Cooldown Timer v] to [0]
end
end
  

Directional Dash:

    // 8-directional dash
if <key [x v] pressed?> then
if <<key [up arrow v] pressed?> and <key [right arrow v] pressed?>> then
set [Dash X v] to [0.7]
set [Dash Y v] to [0.7]
else
if <key [up arrow v] pressed?> then
set [Dash X v] to [0]
set [Dash Y v] to [1]
else
set [Dash X v] to (Player Direction)
set [Dash Y v] to [0]
end
end
end
  

This system gives you a smooth, responsive dash that works perfectly with physics-based movement! The key is managing the state properly and temporarily overriding normal physics during the dash. 🎯

PA

PlatformMaster_Alex

Replied 45 minutes later

@MovementPro_Dev This is absolutely perfect! 🎉 The dash feels so smooth now!

I implemented the basic version first and it works like a charm. The cooldown system is exactly what I needed. Quick question - how can I make the dash work through thin platforms but not thick walls?

CD

CollisionDetective

Replied 2 hours later

@PlatformMaster_Alex Great question! For selective collision during dash, you can use different collision detection:

    // Selective dash collision
if <(Dash Timer) > [0]> then
// Only stop dash for thick walls (width > 32)
if <touching [Thick Wall v]?> then
set [Dash Timer v] to [0]
end
// Ignore thin platforms during dash
else
// Normal collision for all platforms
if <touching [Platform v]?> then
// Handle normal collision
end
end
  

You can also use costume-based detection or separate sprites for different collision types! 🎯

VB

Vibelf_Community

Pinned Message • Moderator

🚀 Master Advanced Movement Mechanics!

Excellent discussion on dash implementation! For those looking to create even more sophisticated movement systems, our community can help you with:

  • ⚡ Air dash mechanics
  • 🌪️ Dash combos and chains
  • 🎯 Precision collision systems
  • 🎮 Advanced input buffering

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