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How to implement directional jumping mechanics in Scratch

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JA

JumpMaster_Alex

Posted on January 25, 2024 • Intermediate

🦗 Grasshopper simulator directional jumping problem

Hey everyone! I’m working on a grasshopper simulator (I know it sounds funny 😂 but hear me out!) and I’m having trouble with the jumping mechanics.

The issue is with making the grasshopper face and jump in the correct direction:

  • 🔄 When the grasshopper is facing right, it should jump to the right
  • 🔄 When the grasshopper is facing left, it should jump to the left
  • 🎯 The jump direction should match the sprite’s orientation

Right now, the grasshopper jumps in random directions regardless of which way it’s facing. I need help connecting the sprite’s direction with the jump trajectory! 🤔

Any ideas on how to make directional jumping work properly? This is driving me crazy!

PM

PhysicsMaster_Dev

Replied 19 minutes later • ⭐ Best Answer

@JumpMaster_Alex Perfect question! Directional jumping is all about connecting sprite orientation with movement vectors. Here’s the complete solution:

🎯 Jump Mechanics Architecture

The key is to use the sprite’s direction to calculate jump velocity components:

flowchart TD A[🎮 Jump Input] --> B{Check Direction} B -->|Facing Right| C[Positive X Velocity] B -->|Facing Left| D[Negative X Velocity] C --> E[Calculate Jump Vector] D --> E E --> F[Apply Physics] F --> G[Update Position] G --> H[Apply Gravity] H --> I{On Ground?} I -->|No| J[Continue Fall] I -->|Yes| K[Reset Jump State] J --> G K --> L[Ready for Next Jump] M[🔄 Direction System] --> M1[Track Facing] M --> M2[Update Sprite Flip] M --> M3[Set Direction Variable] style A fill:#e1f5fe style E fill:#f3e5f5 style I fill:#fff3e0 style M fill:#e8f5e8

🔧 Core Directional Jump System

Step 1: Direction Tracking

    // === DIRECTION MANAGEMENT ===
when flag clicked
// Initialize direction (1 = right, -1 = left)
set [direction v] to [1]
set [facing right v] to [true]

// Movement variables
set [x velocity v] to [0]
set [y velocity v] to [0]
set [on ground v] to [false]
set [jump power v] to [15]
set [gravity v] to [-1]
  

Step 2: Direction Control System

    // === DIRECTION CONTROLS ===
when flag clicked
forever
// Left movement
if <key [left arrow v] pressed?> then
set [direction v] to [-1]
set [facing right v] to [false]
set rotation style [left-right v]
point in direction [90] // Face right first
set [x velocity v] to [-5] // Move left
end

// Right movement
if <key [right arrow v] pressed?> then
set [direction v] to [1]
set [facing right v] to [true]
set rotation style [left-right v]
point in direction [90] // Face right
set [x velocity v] to [5] // Move right
end

// Stop horizontal movement when no keys pressed
if <<not <key [left arrow v] pressed?>> and <not <key [right arrow v] pressed?>>> then
set [x velocity v] to [0]
end

wait [0.02] seconds
end
  

Step 3: Directional Jump Logic

    // === JUMP SYSTEM ===
when [space v] key pressed
if <(on ground) = [true]> then
// Vertical jump component (always upward)
set [y velocity v] to (jump power)

// Horizontal jump component (based on direction)
change [x velocity v] by ((direction) * [8])

// Visual feedback
if <(facing right) = [true]> then
say [Jumping right!] for [0.5] seconds
else
say [Jumping left!] for [0.5] seconds
end

// Mark as airborne
set [on ground v] to [false]

// Jump sound effect
play sound [jump v]
end
  

Step 4: Physics and Movement

    // === PHYSICS ENGINE ===
when flag clicked
forever
// Apply gravity
change [y velocity v] by (gravity)

// Apply horizontal movement
change x by (x velocity)

// Apply vertical movement
change y by (y velocity)

// Horizontal friction (air resistance)
set [x velocity v] to ((x velocity) * [0.95])

// Ground collision detection
if <touching color [#00ff00]?> then // Green = ground
// Land on ground
repeat until <not <touching color [#00ff00]?>>
change y by [1]
end

// Reset vertical velocity
set [y velocity v] to [0]
set [on ground v] to [true]

// Landing effect
play sound [land v]
else
set [on ground v] to [false]
end

// Screen boundaries
if <(x position) > [240]> then
set x to [240]
set [x velocity v] to [0]
end
if <(x position) < [-240]> then
set x to [-240]
set [x velocity v] to [0]
end

wait [0.02] seconds
end
  

Step 5: Advanced Jump Variations

    // === ADVANCED JUMP TYPES ===
define perform jump (jump type)
if <(on ground) = [true]> then
if <(jump type) = [normal]> then
set [y velocity v] to [15]
change [x velocity v] by ((direction) * [8])
end

if <(jump type) = [high]> then
set [y velocity v] to [20]
change [x velocity v] by ((direction) * [6])
end

if <(jump type) = [long]> then
set [y velocity v] to [12]
change [x velocity v] by ((direction) * [12])
end

if <(jump type) = [back flip]> then
set [y velocity v] to [18]
change [x velocity v] by ((direction) * [-10]) // Jump backward
repeat [10]
turn cw [36] degrees
wait [0.05] seconds
end
end

set [on ground v] to [false]
end

// Usage examples:
when [space v] key pressed
perform jump [normal] :: custom

when [w v] key pressed
perform jump [high] :: custom

when [s v] key pressed
perform jump [long] :: custom

when [q v] key pressed
perform jump [back flip] :: custom
  

🎨 Visual Enhancement System

Jump Animation Controller:

    // === JUMP ANIMATIONS ===
when I receive [jump started v]
// Squash and stretch effect
set size to [80] %
wait [0.1] seconds
set size to [120] %
wait [0.1] seconds
set size to [100] %

// Rotation during jump
if <(y velocity) > [0]> then
repeat until <(y velocity) < [0]>
turn cw [5] degrees
wait [0.05] seconds
end
end

// Landing preparation
if <(y velocity) < [-5]> then
set size to [90] %
end

when I receive [landed v]
// Landing squash
set size to [110] %
wait [0.1] seconds
set size to [100] %
point in direction [90]
  

Particle Effects:

    // === JUMP PARTICLES ===
when I receive [jump started v]
// Create dust cloud
repeat [5]
create clone of [dust particle v]
end

when I start as a clone // Dust particle sprite
go to [grasshopper v]
change x by (pick random [-20] to [20])
change y by (pick random [-10] to [5])
set size to (pick random [50] to [100]) %
set [ghost v] effect to [0]

repeat [20]
change y by [-2]
change [ghost v] effect by [5]
change size by [-3]
end

delete this clone
  

Trail Effect:

    // === JUMP TRAIL ===
when flag clicked
forever
if <(on ground) = [false]> then
create clone of [trail v]
end
wait [0.1] seconds
end

when I start as a clone // Trail sprite
go to [grasshopper v]
set [ghost v] effect to [50]
set size to [80] %

repeat [15]
change [ghost v] effect by [5]
change size by [-4]
wait [0.05] seconds
end

delete this clone
  

🎮 Advanced Control Schemes

Analog Jump Control:

    // === VARIABLE JUMP HEIGHT ===
when [space v] key pressed
if <(on ground) = [true]> then
set [charge time v] to [0]
set [charging v] to [true]

// Visual charging indicator
repeat until <not <key [space v] pressed?>>
change [charge time v] by [1]
if <(charge time) < [30]> then
set [brightness v] effect to (charge time)
end
wait [0.05] seconds
end

// Calculate jump power based on charge
set [jump strength v] to ((charge time) / [2])
if <(jump strength) > [20]> then
set [jump strength v] to [20]
end

// Execute jump
set [y velocity v] to (jump strength)
change [x velocity v] by ((direction) * ((jump strength) / [2]))

set [charging v] to [false]
set [brightness v] effect to [0]
set [on ground v] to [false]
end
  

This system gives you complete control over directional jumping with realistic physics! 🌟

JA

JumpMaster_Alex

Replied 1 hour later

@PhysicsMaster_Dev This is absolutely incredible! 🤯 The direction tracking system is exactly what I needed!

I implemented your solution and now my grasshopper jumps perfectly in the direction it’s facing. The physics feel so much more natural, and the particle effects make it look professional!

The variable jump height system is a fantastic bonus - now players can control how far the grasshopper jumps. Thank you for such a comprehensive solution! 🦗✨

GD

GameDev_Nina

Replied 2 hours later

Excellent work @PhysicsMaster_Dev! 🎮 I’d like to add some platformer-specific tips:

🎯 Jump Buffering:

  • Allow jump input slightly before landing (coyote time)
  • Buffer jump inputs for smoother controls
  • Add jump forgiveness for better player experience

🌟 Advanced Techniques:

  • Wall Jumping: Detect wall contact and allow directional jumps
  • Double Jumps: Track jump count and allow multiple air jumps
  • Ground Pound: Fast downward movement with impact effects

These additions make jumping feel incredibly responsive! 🚀

VB

Vibelf_Community

Pinned Message • Moderator

🦗 Master Movement Mechanics

Great discussion on directional jumping! For developers looking to create even more sophisticated movement systems, our community offers expertise in:

  • 🎮 Advanced platformer physics and controls
  • 🏃 Character movement and animation systems
  • 🎯 Precision jumping and collision detection
  • 🌟 Special abilities and movement powers

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