Creating smooth mobile touch controls for platformer games
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MobileDev_Alex
Posted on January 22, 2024 • Intermediate
📱 Need help with mobile touch controls
Hey everyone! I’m developing a platformer game that needs to work on both desktop and mobile devices. The keyboard controls work perfectly on desktop, but I’m struggling with creating smooth touch controls for mobile users.
My main challenges are:
- Creating responsive left/right movement buttons
- Preventing choppy or laggy movement
- Making controls work alongside keyboard input
- Ensuring buttons are properly positioned and sized
I want the mobile experience to be just as smooth as the desktop version. Any help would be greatly appreciated! 🙏
TouchControl_Master
Replied 3 hours later • ⭐ Best Answer
Great question @MobileDev_Alex! Creating smooth mobile controls is crucial for a good user experience. Here’s a comprehensive solution that will give you professional-quality touch controls:
🎮 Mobile Control System Flow
Here’s how the touch control system works:
🔧 Step 1: Create Control Button Sprites
First, create two button sprites: “LeftButton” and “RightButton”. Design them with clear arrow icons and make them semi-transparent so they don’t obstruct the game view.
📱 Step 2: Position and Setup Buttons
For the Left Button sprite:
when flag clicked go to x: [-180] y: [-120] set size to [80] % show set [transparency v] effect to [30]
For the Right Button sprite:
when flag clicked go to x: [-80] y: [-120] set size to [80] % show set [transparency v] effect to [30]
🎯 Step 3: Smooth Movement Detection
In your Left Button sprite, add this responsive touch detection:
when flag clicked forever if <<touching [mouse-pointer v] ?> and <mouse down?>> then set [LeftPressed v] to [1] set [transparency v] effect to [10] else set [LeftPressed v] to [0] set [transparency v] effect to [30] end end
In your Right Button sprite:
when flag clicked forever if <<touching [mouse-pointer v] ?> and <mouse down?>> then set [RightPressed v] to [1] set [transparency v] effect to [10] else set [RightPressed v] to [0] set [transparency v] effect to [30] end end
🏃 Step 4: Player Movement System
In your player sprite, create a unified movement system that handles both keyboard and touch input:
when flag clicked forever // Check for left movement (keyboard OR touch) if <<key [left arrow v] pressed?> or <(LeftPressed) = [1]>> then change x by [-5] point in direction [-90] if <not <(costume name) = [walking]>> then switch costume to [walking v] end end // Check for right movement (keyboard OR touch) if <<key [right arrow v] pressed?> or <(RightPressed) = [1]>> then change x by [5] point in direction [90] if <not <(costume name) = [walking]>> then switch costume to [walking v] end end // Stop animation when not moving if <<not <<key [left arrow v] pressed?> or <(LeftPressed) = [1]>>> and <not <<key [right arrow v] pressed?> or <(RightPressed) = [1]>>>> then if <not <(costume name) = [idle]>> then switch costume to [idle v] end end end
🚀 Step 5: Advanced Features
For even smoother controls, add these enhancements:
Variable Speed Movement:
// Create a custom block for smooth movement define move player (direction) (speed) if <(direction) = [left]> then change x by (0 - (speed)) point in direction [-90] else change x by (speed) point in direction [90] end // Use in main movement loop when flag clicked set [MoveSpeed v] to [3] forever if <<key [left arrow v] pressed?> or <(LeftPressed) = [1]>> then move player [left] (MoveSpeed) end if <<key [right arrow v] pressed?> or <(RightPressed) = [1]>> then move player [right] (MoveSpeed) end end
Button Feedback System:
// Add haptic-like feedback when flag clicked forever if <<touching [mouse-pointer v] ?> and <mouse down?>> then if <not <(ButtonPressed) = [1]>> then set [ButtonPressed v] to [1] play sound [button click v] set size to [85] % wait [0.1] seconds set size to [80] % end else set [ButtonPressed v] to [0] end end
Responsive Button Sizing:
// Auto-adjust button size based on screen when flag clicked if <(screen width) < [400]> then set size to [100] % else set size to [80] % end
💡 Pro Tips for Mobile Controls
- Button Size: Make buttons large enough for comfortable tapping (at least 44x44 pixels)
- Visual Feedback: Always provide visual feedback when buttons are pressed
- Positioning: Place buttons in thumb-friendly zones (bottom corners)
- Transparency: Use semi-transparent buttons so players can see the game
- Testing: Test on actual mobile devices, not just the computer
This system gives you smooth, responsive controls that work perfectly on both desktop and mobile! 📱✨
MobileDev_Alex
Replied 45 minutes later
@TouchControl_Master This is absolutely perfect! 🎉 The controls are so much smoother now!
One quick question - how can I add jump button support using the same system? I want to have a jump button for mobile users too.
JumpButton_Pro
Replied 1 hour later
@MobileDev_Alex Great question! Here’s how to add a jump button:
// Jump Button sprite when flag clicked go to x: [150] y: [-120] set size to [80] % show set [transparency v] effect to [30] forever if <<touching [mouse-pointer v] ?> and <mouse down?>> then set [JumpPressed v] to [1] set [transparency v] effect to [10] else set [JumpPressed v] to [0] set [transparency v] effect to [30] end end // In player sprite if <<key [space v] pressed?> or <(JumpPressed) = [1]>> then if <touching [ground v] ?> then set [y velocity v] to [15] end end
This creates a jump button on the right side that works just like the movement buttons! 🦘
Vibelf_Community
Pinned Message • Moderator
📱 Ready to Master Mobile Game Development?
Excellent discussion on mobile controls! For developers looking to create even more advanced mobile features, our community can help you implement:
- 🎮 Advanced gesture controls
- 📱 Multi-touch support
- 🔄 Adaptive UI layouts
- ⚡ Performance optimization for mobile
📚 Related Mobile Development Topics
- Creating responsive game layouts
- Optimizing performance for mobile devices
- Advanced touch gesture recognition
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