How to create joystick controls, crouch button and inventory system
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MobileGameDev_Sam
Posted on July 22, 2025 • Intermediate
🕹️ Need help with joystick controls and game mechanics
Hey everyone! I’m working on a mobile-friendly game and I need help implementing several features:
- 📱 Virtual joystick for movement control
- 🦆 Crouch button functionality
- 🎒 Inventory slot switching system
I want to make sure the controls work well on both desktop and mobile devices. The joystick should be intuitive for touch screens, and the inventory system should be easy to navigate.
Any help with implementing these features would be amazing! I’m still learning about mobile game development. 🙏
TouchControl_Expert
Replied 2 hours later • ⭐ Best Answer
Great question @MobileGameDev_Sam! Mobile controls are crucial for modern games. Here’s a comprehensive guide to implement all three features:
🎮 Mobile Control System Flow
Here’s how the complete control system works:
🕹️ Step 1: Virtual Joystick Setup
First, create the joystick sprites and variables:
// Variables needed set [Joystick X v] to [0] set [Joystick Y v] to [0] set [Touch Active v] to [false] set [Joystick Base X v] to [-180] set [Joystick Base Y v] to [-120]
📱 Step 2: Touch Detection System
For the joystick base sprite:
when flag clicked go to x: (Joystick Base X) y: (Joystick Base Y) forever if <mouse down?> then if <(distance to [mouse-pointer v]) < [50]> then set [Touch Active v] to [true] end else set [Touch Active v] to [false] set [Joystick X v] to [0] set [Joystick Y v] to [0] end end
🎯 Step 3: Joystick Knob Movement
For the joystick knob sprite:
when flag clicked forever if <(Touch Active) = [true]> then // Calculate distance from base set [Distance v] to (distance to [Joystick Base v]) if <(Distance) > [40]> then // Limit knob to circle boundary point towards [Joystick Base v] turn right [180] degrees go to [Joystick Base v] move [40] steps else // Follow mouse within boundary go to [mouse-pointer v] end // Calculate normalized input values set [Joystick X v] to (((x position) - (Joystick Base X)) / [40]) set [Joystick Y v] to (((y position) - (Joystick Base Y)) / [40]) else // Return to center go to x: (Joystick Base X) y: (Joystick Base Y) end end
🚶 Step 4: Player Movement System
For the player sprite:
when flag clicked set [Speed v] to [3] forever // Joystick movement change x by ((Joystick X) * (Speed)) change y by ((Joystick Y) * (Speed)) // Keyboard fallback for desktop if <key [a v] pressed?> then change x by ((-1) * (Speed)) end if <key [d v] pressed?> then change x by (Speed) end if <key [w v] pressed?> then change y by (Speed) end if <key [s v] pressed?> then change y by ((-1) * (Speed)) end end
🦆 Step 5: Crouch Button System
Create a crouch button sprite:
// Crouch button sprite when flag clicked go to x: [180] y: [-120] set [Crouching v] to [false] forever if <touching [mouse-pointer v]?> then if <mouse down?> then set [Crouching v] to [true] set size to [90] % end else set [Crouching v] to [false] set size to [100] % end end // In player sprite - crouch mechanics when flag clicked forever if <(Crouching) = [true]> then set [Speed v] to [1.5] // Slower when crouching switch costume to [crouch v] else set [Speed v] to [3] // Normal speed switch costume to [normal v] end end
🎒 Step 6: Inventory System
Create inventory slot management:
// Variables for inventory set [Current Slot v] to [1] set [Max Slots v] to [9] // Inventory UI sprite when flag clicked forever // Number key detection if <key [1 v] pressed?> then set [Current Slot v] to [1] end if <key [2 v] pressed?> then set [Current Slot v] to [2] end if <key [3 v] pressed?> then set [Current Slot v] to [3] end // ... continue for keys 4-9 // Touch-based slot switching if <key [right arrow v] pressed?> then if <(Current Slot) < (Max Slots)> then change [Current Slot v] by [1] end end if <key [left arrow v] pressed?> then if <(Current Slot) > [1]> then change [Current Slot v] by [-1] end end end
🎨 Step 7: Visual Feedback System
Add visual indicators for better UX:
// Inventory display sprite when flag clicked forever switch costume to (join [slot ] (Current Slot)) go to x: [0] y: [160] end // Joystick visual feedback when flag clicked forever if <(Touch Active) = [true]> then set [ghost v] effect to [30] else set [ghost v] effect to [70] end end
This creates a complete mobile-friendly control system! The joystick works great on touch devices, and you have keyboard fallbacks for desktop users. 🎮
MobileGameDev_Sam
Replied 1 hour later
@TouchControl_Expert This is incredible! Thank you so much! 🎉
I implemented the joystick system and it works perfectly on both mobile and desktop. The crouch button feels really responsive too!
Quick question - how can I add haptic feedback for mobile devices when buttons are pressed?
UXDesigner_Maya
Replied 45 minutes later
@MobileGameDev_Sam Great question! While Scratch doesn’t have built-in haptic feedback, you can simulate it with audio cues:
// Add tactile feedback with sound when I receive [button pressed v] play sound [click v] until done set volume to [30] % // Visual feedback for button press set [brightness v] effect to [20] wait [0.1] seconds set [brightness v] effect to [0]
This creates a satisfying button press experience even without true haptics! 📱✨
Vibelf_Community
Pinned Message • Moderator
🚀 Want to Master Mobile Game Development?
Fantastic discussion everyone! For those looking to create even more advanced mobile control systems, our community can help you implement:
- 📱 Advanced touch gestures
- 🎮 Custom control layouts
- ⚡ Performance optimization for mobile
- 🔧 Adaptive UI systems
📚 Related Discussions
- How to optimize games for mobile performance?
- Creating responsive UI layouts
- Advanced touch gesture recognition
Ready to build professional mobile games with intuitive controls? Get personalized guidance from our expert tutors in the Vibelf app!