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How to implement Pizza Tower mechanics in Scratch platformer

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PD

PlatformerDev_Alex

Posted on July 18, 2025 • Advanced

🍕 Need help implementing Pizza Tower mechanics

Hey everyone! I’m working on a Pizza Tower fangame called “Scratch Tower” using griffpatch’s platformer tutorial. The basic movement works fine, but I’m struggling with these advanced mechanics:

  • Mach Run: Building up speed to run really fast and break blocks
  • Super Jump: High jump when at Mach 3+ that can break blocks above
  • Crouch & Slide: Low movement and momentum-based sliding
  • Grab Dash: Quick dash that builds speed instantly

These mechanics are pretty complex and I’m not sure how to implement the speed building and state management properly. Any help would be greatly appreciated! 🙏

GM

GameMechanics_Master

Replied 4 hours later • ⭐ Best Answer

Excellent question @PlatformerDev_Alex! Pizza Tower mechanics are quite complex but totally doable in Scratch. Here’s a comprehensive breakdown:

🏃‍♂️ Pizza Tower Mechanics Flow

Here’s how these mechanics work together:

flowchart TD A[🎮 Player Input] --> B{Movement Type?} B -->|Walk| C[Normal Speed] B -->|Hold Run| D[Build Mach Speed] B -->|Up + Mach 3+| E[Super Jump] B -->|Down| F[Crouch/Slide] B -->|Grab Key| G[Grab Dash] D --> H{Mach Level?} H -->|Mach 1| I[Can break soft blocks] H -->|Mach 2| J[Faster movement] H -->|Mach 3+| K[Can kill enemies + Super Jump] E --> L[High jump with horizontal control] L --> M[Can break blocks above] F --> N{Moving?} N -->|Yes| O[Slide with momentum] N -->|No| P[Crouch in place] G --> Q[Quick dash] Q --> R{Current State?} R -->|Mach Running| S[Instant Mach 3] R -->|Super Jumping| T[Super Jump Cancel] style A fill:#e1f5fe style K fill:#e8f5e8 style M fill:#fff3e0 style S fill:#fce4ec

🔧 Step 1: Set Up Variables

First, create these essential variables:

    when flag clicked
set [Mach Level v] to [0]
set [Mach Timer v] to [0]
set [Player State v] to [normal]
set [Speed X v] to [0]
set [Speed Y v] to [0]
set [Max Speed v] to [8]
set [Mach Speed v] to [12]
  

🏃 Step 2: Mach Run System

Implement the speed building mechanics:

    // Main movement loop
when flag clicked
forever
if <key [right arrow v] pressed?> then
if <(Mach Timer) > [60]> then // 1 second at 60 FPS
set [Mach Level v] to [1]
end
if <(Mach Timer) > [120]> then // 2 seconds
set [Mach Level v] to [2]
end
if <(Mach Timer) > [180]> then // 3 seconds
set [Mach Level v] to [3]
end

change [Mach Timer v] by [1]

if <(Mach Level) > [0]> then
set [Speed X v] to ((Mach Speed) * (Mach Level))
else
set [Speed X v] to [4] // Normal walk speed
end
else
set [Mach Timer v] to [0]
set [Mach Level v] to [0]
set [Speed X v] to [0]
end
end
  

🦘 Step 3: Super Jump Implementation

Add the super jump when conditions are met:

    // Super Jump Detection
when flag clicked
forever
if <<key [up arrow v] pressed?> and <(Mach Level) > [2]>> then
set [Player State v] to [super jump charge]
set [Speed Y v] to [0]

repeat until <not <key [up arrow v] pressed?>>
// Player can move horizontally while charging
if <key [right arrow v] pressed?> then
change x by [2]
end
if <key [left arrow v] pressed?> then
change x by [-2]
end
wait [0.02] seconds
end

// Release super jump
set [Player State v] to [super jumping]
set [Speed Y v] to [20] // High jump force
play sound [super jump v]
end
end
  

📦 Step 4: Block Breaking System

Implement block destruction based on Mach level:

    // For block sprites
when flag clicked
forever
if <touching [Player v]?> then
if <<([Player State v] of [Player v]) = [super jumping]> or <([Mach Level v] of [Player v]) > [0]>> then
if <([Block Type v] = [soft]) and <([Mach Level v] of [Player v]) > [0]>> then
play sound [block break v]
hide
stop [this script v]
end
if <([Block Type v] = [metal]) and <([Mach Level v] of [Player v]) > [2]>> then
play sound [metal break v]
hide
stop [this script v]
end
end
end
end
  

🤸 Step 5: Grab Dash Mechanics

Add the grab dash system:

    // Grab Dash System
when [c v] key pressed
if <(Player State) = [normal]> then
set [Player State v] to [grab dashing]
set [Speed X v] to [6] // Dash speed
wait [0.3] seconds
set [Player State v] to [normal]
else
if <(Player State) = [mach running]> then
set [Mach Level v] to [3] // Instant Mach 3
set [Mach Timer v] to [180]
end
if <(Player State) = [super jumping]> then
// Super jump cancel - restart mach run
set [Player State v] to [mach running]
set [Mach Level v] to [3]
set [Speed Y v] to [0]
end
end
  

🦆 Step 6: Crouch and Slide

Implement crouching and sliding mechanics:

    // Crouch and Slide System
when flag clicked
forever
if <key [down arrow v] pressed?> then
if <(Speed X) > [2]> then
// Sliding with momentum
set [Player State v] to [sliding]
change [Speed X v] by [-0.5] // Gradual slowdown
set [hitbox height v] to [20] // Lower hitbox
else
// Stationary crouch
set [Player State v] to [crouching]
set [Speed X v] to [0]
set [hitbox height v] to [20]
end
else
if <<(Player State) = [crouching]> or <(Player State) = [sliding]>> then
set [Player State v] to [normal]
set [hitbox height v] to [40] // Normal height
end
end
end
  

Pro tips for implementation:

  • State Management: Use a “Player State” variable to track current mode
  • Smooth Transitions: Add gradual speed changes instead of instant switches
  • Visual Feedback: Change sprite costumes based on current state
  • Sound Effects: Add audio cues for each mechanic activation
  • Particle Effects: Create dust clouds and impact effects

This should give you a solid foundation for all the Pizza Tower mechanics! Test each system individually before combining them. 🍕✨

PD

PlatformerDev_Alex

Replied 2 hours later

@GameMechanics_Master This is absolutely incredible! 🤩 Thank you so much!

I implemented the Mach run system first and it works perfectly. The speed building feels just like the original game. One question - how do I handle wall collisions when mach running? Should the player bounce back or just stop?

PT

PizzaTower_Fan

Replied 1 hour later

@PlatformerDev_Alex For wall collisions during mach run, you should implement a “wall slam” mechanic! 💥

    // Wall collision during mach run
if <<touching color [#000000]?> and <(Mach Level) > [1]>> then
play sound [wall slam v]
set [Speed X v] to [0]
set [Mach Level v] to [0]
set [Mach Timer v] to [0]
// Optional: Add screen shake effect
repeat [5]
change [camera x v] by [pick random [-3] to [3]]
wait [0.05] seconds
end
end
  

This creates that satisfying impact feeling just like in the original game! 🍕

VB

Vibelf_Community

Pinned Message • Moderator

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