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How to Create Smooth Jumping in Platformer Games

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PD

PlatformerDev_Pro

Posted on January 10, 2025 • Intermediate

🎮 Need help with smooth jumping mechanics

Hey everyone! I’m working on a platformer game and I need help creating smooth jumping mechanics. My current jumping code feels very choppy and unnatural:

  • The jump feels instant and robotic
  • No proper gravity physics
  • Character gets stuck when touching walls
  • Can jump infinitely in the air

I want to create a smooth, realistic jumping system with proper velocity and gravity. Any help would be greatly appreciated! 🙏

PM

PhysicsMaster_Dev

Replied 1 hour later • ⭐ Best Answer

Great question @PlatformerDev_Pro! Creating smooth jumping mechanics is all about implementing proper physics. Here’s a comprehensive solution:

🚀 Smooth Jumping System Architecture

Here’s how a smooth jumping system works:

flowchart TD A[🚩 Game Start] --> B[📊 Initialize Jump Variables] B --> C[🔄 Main Game Loop] C --> D[⌨️ Check Input] D --> E{🎮 Jump Key Pressed?} E -->|No| F[🌍 Apply Gravity] E -->|Yes| G{🌍 On Ground?} G -->|No| F G -->|Yes| H[🚀 Apply Jump Force] H --> I[🔊 Play Jump Sound] I --> J[🏃 Set On Ground = False] J --> F F --> K[📍 Update Y Velocity] K --> L[📍 Move Player Vertically] L --> M[🔍 Check Ground Collision] M --> N{🌍 Touching Ground?} N -->|Yes| O[🛑 Stop Falling] N -->|No| P[⬇️ Continue Falling] O --> Q[🏃 Set On Ground = True] Q --> R[📊 Reset Y Velocity] R --> S[⏱️ Wait Next Frame] P --> T[🔍 Check Ceiling Collision] T --> U{🔝 Hit Ceiling?} U -->|Yes| V[🛑 Stop Rising] U -->|No| S V --> W[📊 Set Y Velocity = 0] W --> S S --> C subgraph "Jump Variables" X["⬆️ Y Velocity"] Y["🌍 Gravity (-0.5)"] Z["🚀 Jump Power (12)"] AA["🏃 On Ground (Boolean)"] BB["🎮 Jump Key State"] end subgraph "Physics States" CC["🌍 Grounded"] DD["🚀 Rising"] EE["⬇️ Falling"] FF["🔝 Hit Ceiling"] end style A fill:#e1f5fe style H fill:#c8e6c9 style F fill:#fff3e0 style M fill:#ffebee style O fill:#e8f5e8

🔧 Step 1: Set Up Variables

First, create these variables for your player sprite:

  • Y Velocity - Controls vertical movement speed
  • Gravity - Constant downward force (set to -0.8)
  • Jump Power - Initial jump velocity (set to 12)
  • On Ground - Boolean to track if player is touching ground

🚀 Step 2: Basic Physics System

Here’s the core physics loop for your player:

    when flag clicked
set [Gravity v] to [-0.8]
set [Jump Power v] to [12]
set [Y Velocity v] to [0]
forever
// Apply gravity
change [Y Velocity v] by (Gravity)

// Move vertically
change y by (Y Velocity)

// Check ground collision
if <touching [Ground v]?> then
// Move out of ground
repeat until <not <touching [Ground v]?>>
change y by [1]
end
set [Y Velocity v] to [0]
set [On Ground v] to [true]
else
set [On Ground v] to [false]
end
end
  

⌨️ Step 3: Jump Controls

Add this separate script for jump input:

    when flag clicked
forever
if <<key [space v] pressed?> or <key [up arrow v] pressed?>> then
if <(On Ground) = [true]> then
set [Y Velocity v] to (Jump Power)
play sound [jump v]
end
end
end
  

🏃 Step 4: Horizontal Movement

For smooth horizontal movement with wall collision:

    when flag clicked
forever
set [X Speed v] to [0]

if <key [left arrow v] pressed?> then
set [X Speed v] to [-5]
end
if <key [right arrow v] pressed?> then
set [X Speed v] to [5]
end

// Move horizontally
change x by (X Speed)

// Check wall collision
if <touching [Wall v]?> then
change x by ((X Speed) * [-1])
end
end
  

🎯 Step 5: Advanced Features

For even smoother gameplay, add these enhancements:

Variable Jump Height:

    // In your jump script
if <<key [space v] pressed?> or <key [up arrow v] pressed?>> then
if <(On Ground) = [true]> then
set [Y Velocity v] to (Jump Power)
set [Jump Held v] to [true]
end
else
set [Jump Held v] to [false]
end

// In your physics loop
if <(Jump Held) = [false]> then
if <(Y Velocity) > [0]> then
set [Y Velocity v] to ((Y Velocity) * [0.5])
end
end
  

Coyote Time (Grace Period):

    // Add this variable: Coyote Timer
when flag clicked
forever
if <(On Ground) = [true]> then
set [Coyote Timer v] to [6]
else
if <(Coyote Timer) > [0]> then
change [Coyote Timer v] by [-1]
end
end
end

// Update jump condition
if <<key [space v] pressed?> or <key [up arrow v] pressed?>> then
if <<(On Ground) = [true]> or <(Coyote Timer) > [0]>> then
set [Y Velocity v] to (Jump Power)
set [Coyote Timer v] to [0]
end
end
  

This system gives you:

  • ✅ Smooth, realistic jumping with proper physics
  • ✅ Variable jump height based on how long you hold the button
  • ✅ Coyote time for more forgiving platforming
  • ✅ Proper ground and wall collision detection
  • ✅ No infinite jumping or getting stuck in walls

Hope this helps! Let me know if you need clarification on any part! 😊

PD

PlatformerDev_Pro

Replied 45 minutes later

@PhysicsMaster_Dev This is absolutely perfect! 🎉

The physics system works like a charm! The jumping feels so much more natural now. I especially love the coyote time feature - it makes the platforming much more forgiving.

One quick question: How can I add different jump heights for different characters?

GD

GameDesigner_Alex

Replied 2 hours later

@PlatformerDev_Pro For different character jump heights, just create character-specific variables!

    // For each character sprite, set different values
when I start as a clone
if <(Character Type) = [Heavy]> then
set [Jump Power v] to [8]  // Lower jump
set [Gravity v] to [-1.2]  // Falls faster
end
if <(Character Type) = [Light]> then
set [Jump Power v] to [15] // Higher jump
set [Gravity v] to [-0.6]  // Falls slower
end
  

This way each character feels unique while using the same physics system! 🎮

VB

Vibelf_Community

Pinned Message • Moderator

🚀 Want to Master Platformer Game Development?

Excellent discussion on smooth jumping mechanics! For those looking to create even more advanced platformer features, our community can help you implement:

  • 🎯 Advanced collision detection systems
  • 🌟 Special abilities and power-ups
  • 🎨 Smooth animations and visual effects
  • 🏆 Level progression and checkpoints

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