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Creating smooth joystick controls in Scratch

💡 Struggling with game controls and input systems? Need help making responsive joystick mechanics? 🚀 Get Help Now

GD

GameController_Dev

Posted on January 25, 2024 • Intermediate

🕹️ Need help with joystick controller coding

Hey everyone! I’m working on a game project that uses a virtual joystick for controlling sprite movement, but I’m running into several issues that are driving me crazy! 😅

What I’m trying to achieve:

  • Smooth sprite movement in all directions
  • Proper diagonal movement support
  • Eliminate lag and jerky behavior
  • Responsive controls that feel natural

Current problems:

  • Movement feels choppy and unresponsive
  • Diagonal movement doesn’t work properly
  • Sometimes the sprite gets “stuck” or moves erratically
  • There’s noticeable input lag

I’ve been struggling with this for days and could really use some expert guidance! Anyone have experience with joystick controls? 🎮

CM

ControlsMaster_Ryan

Replied 4 hours later • ⭐ Best Answer

Perfect timing @GameController_Dev! Joystick controls are tricky but super rewarding when done right. Let me share a comprehensive solution that addresses all your issues:

🎮 Joystick Control System Architecture

Here’s how a proper joystick system works:

flowchart TD A[🖱️ Mouse Input] --> B[Calculate Distance from Center] B --> C{Within Deadzone?} C -->|No| D[Calculate Direction & Speed] C -->|Yes| E[No Movement] D --> F[Apply Smoothing] F --> G[Update Sprite Position] G --> H[Visual Feedback] E --> I[Gradual Stop] I --> G D --> J{Movement Type} J -->|Basic| K[Point & Move] J -->|Advanced| L[X/Y Components] K --> M[Simple but Limited] L --> N[Full Directional Control] style A fill:#e1f5fe style D fill:#e8f5e8 style N fill:#f3e5f5 style M fill:#fff3e0

🚀 Method 1: Basic Smooth Joystick

Let’s start with a simple but effective approach:

    when flag clicked
set [deadzone v] to [15]  // Minimum distance to register movement
set [max speed v] to [8]  // Maximum movement speed

forever
// Calculate distance from joystick center
set [distance v] to (distance to [joystick center v])

if <(distance) > (deadzone)> then
// Point towards joystick position
point towards [joystick v]

// Scale speed based on distance (closer = slower)
set [speed v] to ((distance) / [10])
if <(speed) > (max speed)> then
set [speed v] to (max speed)
end

// Move the sprite
move (speed) steps
end
end
  

⚡ Method 2: Advanced X/Y Component System

For more precise control and true diagonal movement:

    when flag clicked
set [joystick center x v] to [0]  // Set your joystick center coordinates
set [joystick center y v] to [0]
set [sensitivity v] to [0.3]  // Adjust for responsiveness
set [x velocity v] to [0]
set [y velocity v] to [0]
set [friction v] to [0.85]  // For smooth stopping

forever
// Calculate input from joystick position
set [x input v] to ((joystick x) - (joystick center x))
set [y input v] to ((joystick y) - (joystick center y))

// Apply deadzone
if <(abs (x input)) > [20]> then
set [x velocity v] to ((x input) * (sensitivity))
else
set [x velocity v] to ((x velocity) * (friction))
end

if <(abs (y input)) > [20]> then
set [y velocity v] to ((y input) * (sensitivity))
else
set [y velocity v] to ((y velocity) * (friction))
end

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

// Keep sprite on screen
if <(x position) > [240]> then
set x to [240]
end
if <(x position) < [-240]> then
set x to [-240]
end
if <(y position) > [180]> then
set y to [180]
end
if <(y position) < [-180]> then
set y to [-180]
end
end
  

🎯 Method 3: Acceleration-Based Movement

For the most realistic and smooth feeling controls:

    when flag clicked
set [max speed v] to [12]
set [acceleration v] to [0.4]
set [deceleration v] to [0.6]
set [current speed v] to [0]
set [target speed v] to [0]

forever
set [distance to joystick v] to (distance to [joystick v])

if <(distance to joystick) > [25]> then
// Calculate target speed based on joystick distance
set [target speed v] to ((distance to joystick) / [15])
if <(target speed) > (max speed)> then
set [target speed v] to (max speed)
end

// Point towards joystick
point towards [joystick v]

// Accelerate towards target speed
if <(current speed) < (target speed)> then
change [current speed v] by (acceleration)
end
else
// Decelerate when joystick is in center
set [target speed v] to [0]
change [current speed v] by ((deceleration) * [-1])
if <(current speed) < [0]> then
set [current speed v] to [0]
end
end

// Apply movement
if <(current speed) > [0.1]> then
move (current speed) steps
end
end
  

🛠️ Pro Tips for Lag Reduction

  • Use variables efficiently: Don’t recalculate the same values multiple times
  • Optimize your deadzone: Too small = jittery, too large = unresponsive
  • Limit sprite updates: Only move when there’s actual input
  • Use “change x by” instead of “go to”: More efficient for movement

Try Method 2 first - it gives you the best balance of smoothness and control! 🎯

GD

GameController_Dev

Replied 2 hours later

@ControlsMaster_Ryan This is absolutely incredible! 🤩

I implemented Method 2 and the difference is night and day! The diagonal movement works perfectly now, and the controls feel so much more responsive. The X/Y component approach was exactly what I was missing.

The deadzone tip was especially helpful - I had it set way too small before. Thank you so much for the detailed explanation! 🙏

UI

UIExpert_Maya

Replied 3 hours later

Great solutions! 🎮 Here are some additional UX tips for joystick controls:

  • 🎨 Visual feedback: Make the joystick knob follow the mouse/touch
  • 📱 Mobile considerations: Larger touch areas for mobile devices
  • 🔊 Audio cues: Subtle sounds for movement start/stop
  • ⚙️ Customization: Let players adjust sensitivity and deadzone
    // Visual joystick feedback
when flag clicked
forever
if <(distance to [mouse-pointer v]) < [50]> then
// Joystick knob follows mouse within limits
point towards [mouse-pointer v]
move (distance to [mouse-pointer v]) steps
else
// Snap to edge of joystick area
point towards [mouse-pointer v]
move [50] steps
end
end
  

Good controls make or break a game! 🌟

VB

Vibelf_Community

Pinned Message • Moderator

🚀 Master Game Controls & Input Systems!

Fantastic discussion on joystick controls! For those looking to create even more advanced control systems, our experts can help with:

  • 🎮 Multi-input control schemes
  • 📱 Touch and mobile optimization
  • ⚡ Performance optimization for complex games
  • 🎯 Advanced physics-based movement

📚 Related Control Topics

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