Creating a basic physics engine for platformer games
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PhysicsLearner
Posted on January 22, 2024 • Intermediate
🎮 Need help creating a physics engine
Hi everyone! I’ve been trying to create a physics engine for my platformer game for about a year now, but I can’t seem to get it right. I’ve seen some amazing physics engines in other projects, but they’re too complex for me to understand.
What I’m looking for is:
- Left and right movement for the player
- Jumping mechanics with gravity
- Collision detection so the player can’t pass through colors or sprites
- Something that’s advanced but still easy to understand
I really need help with velocity and making it all work together smoothly. Any guidance would be greatly appreciated! 😊
PhysicsExpert_Sam
Replied 3 hours later • ⭐ Best Answer
Great question @PhysicsLearner! Creating a physics engine can seem daunting, but let’s break it down into manageable parts. Here’s a step-by-step approach:
⚙️ Physics Engine Architecture
Here’s how a basic physics engine works in Scratch:
🔧 Step 1: Set Up Variables
First, create these variables for your player sprite:
when flag clicked set [x velocity v] to [0] set [y velocity v] to [0] set [on ground v] to [false] set [gravity v] to [0.5] set [jump power v] to [12]
🏃 Step 2: Horizontal Movement
Handle left and right movement with acceleration and friction:
when flag clicked forever // Handle input if <key [right arrow v] pressed?> then change [x velocity v] by [1] end if <key [left arrow v] pressed?> then change [x velocity v] by [-1] end // Apply friction set [x velocity v] to ((x velocity) * [0.8]) // Move horizontally change x by (x velocity) // Check horizontal collision if <touching color [#000000]?> then if <(x velocity) > [0]> then repeat until <not <touching color [#000000]?>> change x by [-1] end else repeat until <not <touching color [#000000]?>> change x by [1] end end set [x velocity v] to [0] end end
⬆️ Step 3: Vertical Movement and Gravity
Implement jumping and gravity in a separate forever loop:
when flag clicked forever // Apply gravity change [y velocity v] by ((gravity) * [-1]) // 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 // Move vertically change y by (y velocity) // Check vertical collision if <touching color [#000000]?> then if <(y velocity) < [0]> then // Falling - hit ground repeat until <not <touching color [#000000]?>> change y by [1] end set [on ground v] to [true] else // Rising - hit ceiling repeat until <not <touching color [#000000]?>> change y by [-1] end end set [y velocity v] to [0] else set [on ground v] to [false] end end
🚀 Step 4: Advanced Features (Optional)
For more realistic physics, you can add these improvements:
Variable Jump Height:
// Replace the jumping code with this if <key [space v] pressed?> then if <(on ground) = [true]> then set [y velocity v] to (jump power) set [on ground v] to [false] end else // Cut jump short if space is released if <(y velocity) > [0]> then set [y velocity v] to ((y velocity) * [0.5]) end end
Coyote Time (grace period for jumping):
when flag clicked set [coyote timer v] to [0] forever if <(on ground) = [true]> then set [coyote timer v] to [6] else if <(coyote timer) > [0]> then change [coyote timer v] by [-1] end end // Allow jumping if on ground OR within coyote time if <<key [space v] pressed?> and <(coyote timer) > [0]>> then set [y velocity v] to (jump power) set [coyote timer v] to [0] end end
This creates a solid foundation for a physics engine! The key is separating horizontal and vertical movement, using velocity variables, and handling collisions properly. 🎯
PhysicsLearner
Replied 45 minutes later
@PhysicsExpert_Sam This is exactly what I needed! Thank you so much! 🎉
The separation of horizontal and vertical movement makes so much sense now. I got the basic version working and it feels great! One question - how do I make the movement feel less “floaty”?
GameTuner_Alex
Replied 1 hour later
@PhysicsLearner Great question! To make movement feel less floaty, try these tweaks:
- Increase gravity: Try setting gravity to 0.8 or 1.0 instead of 0.5
- Reduce jump power: Lower values like 10 or 8 can feel more grounded
- Adjust friction: Use 0.7 instead of 0.8 for snappier movement
- Add terminal velocity: Cap falling speed at -15 or -20
Experiment with these values until it feels just right! 🎮
Vibelf_Community
Pinned Message • Moderator
🚀 Ready to Master Game Physics?
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📚 Related Topics
- Advanced collision detection techniques
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