Jumping
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There are many ways to make a sprite appear to jump, depending on how you want a sprite to and how realistic it looks. This article contains a number of them, categorized from least-realistic to most realistic. The key press up key is usually used for jumping in games, but sometimes key press Space or even the mouse is used for jumping.
Simple jumping
The following is commonly used in animations and results in a sprite effectively teleporting upwards, and then downwards again.
when green flag clicked forever if <key [up arrow v] pressed?> then //typical jumping key change y by (50) wait (0.5) secs change y by (-50) // русский комментарий end
The below script results in the sprite moving up if the up arrow is pressed.
when green flag clicked forever if <key [up arrow v] pressed?> then //typical jumping key change y by (5) end
It was used in the Scrolling Demo project by SampleProjectsTeam.
Another jumping method which works very effectively and realistic is this.
when green flag clicked forever if <key [up arrow v] pressed?> then //typical jumping key repeat (10) change y by (20) end repeat (10) change y by (-20) end
This is very fast but you can adjust the speed by adding a "wait block" before the "change y" block.
Falling
The following script "teleports" the sprite upwards, and then has it fall back down at a constant rate, until it lands on a platform.
when green flag clicked forever if <key [up arrow v] pressed?> then //typical jumping key change y by (50) repeat until <touching color [#000000]?> //color of the ground change y by (-5) end end end
The next script makes the sprite rise up at a constant rate and fall back down at a constant rate.
when gf clicked forever if <key [up arrow v] pressed?> then //typical jumping key repeat (10) change y by (5) end repeat until <touching color [#000000]?> //color of the ground change y by (-5) end end
Limited Jumps
In most video games, you cannot jump more than a certain number of times, and you cannot jump in midair. This can be implemented in Scratch.
The pink blocks labeled "jump" represent a compatible jump script.
To allow you to only jump on the ground, use the following script.
when gf clicked forever if <<key [up arrow v] pressed?> and <touching color [#000000]>> then // typical jumping key, color of the ground change y by (5) jump::custom end
Double jumping is a common element in video games. Although not possible in real life, these scripts can make you jump up to two times.
when gf clicked forever if <touching color [#000000]?> then // color of the ground set [jumps v] to [0] end when gf clicked forever if <<key [up arrow v] pressed?> and <touching color [#000000]>> then // typical jumping key change y by (5) // this will keep the first script for resetting the jump count change [jumps v] by (1) jump::custom else if <<key [up arrow v] pressed?> and <(jumps) < [2]>> then // This will keep you from jumping more than twice change [jumps v] by (1) jump::custom end end
To make the sprite jump up to n times, change the 2 to an n.
Realistic Jumping
To make a simple jumping game (not to be confused with platformer), follow this script:
when green flag clicked go to x: [*input*] y: [*input*] set [y speed v] to [0] //This is just for setting everything up
Then enter this snippet of code:
when [space v] key pressed set [y speed v] to [*input*] repeat (((y speed) * (2)) + (1)) change y by (y speed) change [y speed v] by [-1] end
If one of the scripts do not work, it can be changed.
Physically Accurate Jumping
With Ground Detection
A more realistic effect for jumping commonly used in games is the following, using a variable to control the vertical speed of a sprite (simulating gravity) is this:
when green flag clicked set [y speed v] to [0] //How fast the sprite is moving upwards. forever change y by (y speed) when green flag clicked forever ...//Check if the player is on the ground. if <touching color [#000000]?> then // The color of the platforms. set [y speed v] to (0) ...//Check if the player wants to jump. if <key [up arrow v] pressed?> then ...//Jump! set [y speed v] to (9.9) end end change [y speed v] by (-0.5) // Gravity
Without Ground Detection
If one does not need to sense the ground and simply want a realistic, gravitational jump, that will end at the starting point, the following script can replicate the jump:
when gf clicked forever if <key [up arrow v] pressed?> then set [y vel v] to (10) repeat (20) change y by (y vel) change [y vel v] by (-1) //simulates gravity end end