How to Add Collision and Gravity to Your First Platformer
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PlatformerDev_Alex
Posted on July 23, 2025 • Intermediate
🎮 Need help with collision and gravity for my first platformer
Hey everyone! I’m trying to create my first platformer game but I’m struggling with the physics. My character keeps going through walls and there’s no gravity system. I need help with:
- Wall collision detection (so character can’t walk through walls)
- Floor collision (so character stands on platforms)
- Gravity system (so character falls when not on ground)
- Smooth movement that feels good to play
I’ve tried some code but nothing is working properly. Any help would be amazing! 🙏
PhysicsExpert_Mario
Replied 1 hour later • ⭐ Best Answer
Great question @PlatformerDev_Alex! Platformer physics can be tricky at first, but once you understand the system, it becomes much easier. Here’s a complete collision and gravity system:
🏗️ Platformer Physics System Flow
Here’s how a proper platformer physics system works:
🔧 Step 1: Set Up Variables
First, create these variables for your physics system:
when flag clicked set [x velocity v] to [0] set [y velocity v] to [0] set [gravity v] to [-0.8] set [jump power v] to [15] set [move speed v] to [5] set [on ground v] to [false]
🏃 Step 2: Main Physics Loop
Create the main game loop that handles all physics:
when flag clicked forever // Handle horizontal input set [x velocity v] to [0] if <key (right arrow v) pressed?> then set [x velocity v] to (move speed) end if <key (left arrow v) pressed?> then set [x velocity v] to (0 - (move speed)) end // Apply horizontal movement change x by (x velocity) check horizontal collision // Apply gravity and vertical movement if <(on ground) = [false]> then change [y velocity v] by (gravity) end // Handle jumping if <<key (space v) pressed?> and <(on ground) = [true]>> then set [y velocity v] to (jump power) set [on ground v] to [false] end // Apply vertical movement change y by (y velocity) check vertical collision end
🧱 Step 3: Horizontal Collision Detection
Create a custom block for wall collision:
define check horizontal collision if <touching (Walls v)?> then if <(x velocity) > [0]> then // Moving right, push left repeat until <not <touching (Walls v)?>> change x by [-1] end else // Moving left, push right repeat until <not <touching (Walls v)?>> change x by [1] end end end
⬇️ Step 4: Vertical Collision Detection
Create vertical collision detection for floors and ceilings:
define check vertical collision set [on ground v] to [false] if <touching (Floors v)?> then if <(y velocity) < [0]> then // Falling down, hit floor repeat until <not <touching (Floors v)?>> change y by [1] end set [y velocity v] to [0] set [on ground v] to [true] else // Moving up, hit ceiling repeat until <not <touching (Floors v)?>> change y by [-1] end set [y velocity v] to [0] end end
🎯 Step 5: Advanced Collision (Optional)
For more precise collision, use pixel-perfect detection:
// More precise collision detection define precise horizontal collision set [collision found v] to [false] repeat (abs (x velocity)) if <(x velocity) > [0]> then change x by [1] else change x by [-1] end if <touching (Walls v)?> then if <(x velocity) > [0]> then change x by [-1] else change x by [1] end set [collision found v] to [true] stop [this script v] end end
🚀 Step 6: Enhanced Movement Features
Add some polish to make movement feel better:
Coyote Time (grace period for jumping):
// Allow jumping shortly after leaving ground when flag clicked set [coyote timer v] to [0] forever if <(on ground) = [true]> then set [coyote timer v] to [6] // 6 frames of grace else if <(coyote timer) > [0]> then change [coyote timer v] by [-1] end end end // Modified jump check if <<key (space v) pressed?> and <(coyote timer) > [0]>> then set [y velocity v] to (jump power) set [on ground v] to [false] set [coyote timer v] to [0] end
Variable Jump Height:
// Allow shorter jumps by releasing space early when flag clicked forever if <<not <key (space v) pressed?>> and <(y velocity) > [5]>> then set [y velocity v] to [5] // Cut jump short end end
This system will give you smooth, responsive platformer physics! The key is separating horizontal and vertical movement and handling each collision type properly. 🎮✨
PlatformerDev_Alex
Replied 2 hours later
@PhysicsExpert_Mario This is incredible! Thank you so much! 🎉
The collision system works perfectly now and my character feels so much better to control. One question - how can I add slopes and ramps to my platformer? Right now it only works with flat surfaces.
SlopeTeacher_Ben
Replied 1 hour later
@PlatformerDev_Alex Great question! Slopes are more advanced but here’s a basic approach:
// Slope detection and movement define check for slopes if <touching (Slopes v)?> then // Move up slightly to see if we can walk on slope change y by [2] if <not <touching (Slopes v)?>> then // We can walk on this slope set [on ground v] to [true] set [y velocity v] to [0] else // Too steep, treat as wall change y by [-2] end end
For more complex slope physics, you’ll need to calculate angles and adjust movement vectors accordingly. It’s quite advanced but very rewarding! 🏔️
Vibelf_Community
Pinned Message • Moderator
🎮 Ready to Build Amazing Platformers?
Excellent discussion everyone! For those looking to create even more advanced platformer games, our community can help you implement:
- 🏃 Advanced movement mechanics (wall jumping, dashing)
- 🎯 Enemy AI and behavior systems
- 🗺️ Level design and progression systems
- ⚡ Special abilities and power-ups
📚 Related Discussions
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