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How to create a timed sliding mechanism in platformer games

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PlatformerPro_Jake

Posted on January 23, 2024 • Intermediate

🏃‍♂️ Need help with sliding mechanism timing in my platformer

Hey everyone! I’m working on a platformer game and I’ve got a basic sliding mechanism working, but I’m struggling with making it stop after a certain amount of time.

Currently my sliding works, but the player slides indefinitely. I want to create a system where:

  • Player can trigger slide with down arrow
  • Slide lasts for a specific duration (like 1-2 seconds)
  • Slide gradually slows down with friction
  • Player can still control direction while sliding

I’ve tried using timers but can’t get the physics to feel right. Any help would be amazing! 🎮

PM

PhysicsMaster_Emma

Replied 2 hours later • ⭐ Best Answer

Great question @PlatformerPro_Jake! Creating realistic sliding mechanics requires proper physics simulation. Here’s a comprehensive solution:

🏃‍♂️ Sliding Physics Architecture

Here’s how a professional sliding system works:

flowchart TD A[🎮 Player Input] --> B{Down Arrow Pressed?} B -->|Yes| C{Already Sliding?} B -->|No| D[🔄 Normal Movement] C -->|No| E[🏃‍♂️ Start Slide] C -->|Yes| F[⏭️ Continue Slide] E --> G[📊 Set Initial Velocity] G --> H[⏱️ Start Slide Timer] H --> I[🎵 Play Slide Sound] I --> J[🔄 Slide Physics Loop] F --> J J --> K[📉 Apply Friction] K --> L[🏃‍♂️ Update Position] L --> M[⏱️ Check Timer] M --> N{Timer Expired?} N -->|No| O{Still Moving?} N -->|Yes| P[🛑 End Slide] O -->|Yes| Q[🎯 Check Direction Input] O -->|No| P Q --> R{Left/Right Pressed?} R -->|Yes| S[🔄 Adjust Direction] R -->|No| T[⏭️ Continue Current Direction] S --> U[📊 Modify X Velocity] T --> V[📊 Keep X Velocity] U --> J V --> J P --> W[🎵 Play Stop Sound] W --> X[🔄 Return to Normal] X --> D D --> Y[🎮 Regular Movement] Y --> Z[⏭️ Next Frame] Z --> A style A fill:#e1f5fe style E fill:#c8e6c9 style P fill:#fff3e0 style J fill:#f3e5f5 style K fill:#ffebee

🔧 Step 1: Set Up Sliding Variables

First, create the necessary variables for the sliding system:

    when flag clicked
set [is sliding v] to [false]
set [slide timer v] to [0]
set [x velocity v] to [0]
set [y velocity v] to [0]
set [friction v] to [0.85]
set [slide speed v] to [8]
set [max slide time v] to [120]
  

🎮 Step 2: Detect Slide Input

Add this code to detect when the player wants to slide:

    when flag clicked
forever
if <<key [down arrow v] pressed?> and <not <(is sliding)>>> then
set [is sliding v] to [true]
set [slide timer v] to (max slide time)
if <key [right arrow v] pressed?> then
set [x velocity v] to (slide speed)
else
if <key [left arrow v] pressed?> then
set [x velocity v] to (0 - (slide speed))
else
// Slide in current direction
if <(x velocity) > [0]> then
set [x velocity v] to (slide speed)
else
if <(x velocity) < [0]> then
set [x velocity v] to (0 - (slide speed))
else
set [x velocity v] to (slide speed)
end
end
end
end
play sound [slide start v]
end
end
  

🏃‍♂️ Step 3: Sliding Physics System

Create the main sliding physics loop:

    when flag clicked
forever
if <(is sliding)> then
// Apply friction to slow down
set [x velocity v] to ((x velocity) * (friction))

// Allow direction control while sliding
if <key [right arrow v] pressed?> then
if <(x velocity) < [0]> then
change [x velocity v] by [0.3]
else
change [x velocity v] by [0.2]
end
end

if <key [left arrow v] pressed?> then
if <(x velocity) > [0]> then
change [x velocity v] by [-0.3]
else
change [x velocity v] by [-0.2]
end
end

// Update position
change x by (x velocity)

// Update timer
change [slide timer v] by [-1]

// Check if slide should end
if <<(slide timer) < [1]> or <(abs (x velocity)) < [0.5]>> then
set [is sliding v] to [false]
set [x velocity v] to [0]
play sound [slide stop v]
end
end
end
  

⚡ Step 4: Enhanced Slide Control

Add these features for better control:

    // Slide cancellation
when [up arrow v] key pressed
if <(is sliding)> then
set [is sliding v] to [false]
set [x velocity v] to [0]
play sound [slide cancel v]
end

// Slide boost (double-tap down)
when [down arrow v] key pressed
if <(is sliding)> then
if <(slide timer) > [60]> then
change [x velocity v] by ((x velocity) / [2])
change [slide timer v] by [30]
play sound [slide boost v]
end
end
  

🎨 Step 5: Visual Effects

Add particle effects and animations:

    // Slide particles
when I receive [start slide v]
repeat [10]
create clone of [dust particle v]
wait [0.1] seconds
end

// Slide animation
when I receive [start slide v]
repeat until <not <(is sliding)>>
if <(x velocity) > [0]> then
point in direction [90]
set [rotation style v] to [left-right]
else
point in direction [-90]
set [rotation style v] to [left-right]
end
change [ghost v] effect by [2]
wait [0.05] seconds
end
set [ghost v] effect to [0]
  

🚀 Step 6: Advanced Features

Add these enhancements for a professional sliding system:

Slope Sliding:

    // Detect slope angle
define get slope angle
set [slope angle v] to [0]
if <touching color [#8B4513]?> then
// Brown = slope
repeat [10]
move [1] steps
if <not <touching color [#8B4513]?>> then
set [slope angle v] to (direction)
stop [this script v]
end
turn cw [1] degrees
end
end

// Apply slope physics
if <(is sliding)> then
get slope angle
if <(slope angle) > [0]> then
change [x velocity v] by ((sin (slope angle)) * [0.5])
end
end
  

Combo System:

    // Track consecutive slides
when I receive [slide ended v]
if <(time since last slide) < [3]> then
change [slide combo v] by [1]
if <(slide combo) > [2]> then
broadcast [combo achieved v]
change [score v] by ((slide combo) * [10])
end
else
set [slide combo v] to [0]
end
set [time since last slide v] to [0]
  

This creates a smooth, responsive sliding system with proper physics and timing! 🏃‍♂️✨

PP

PlatformerPro_Jake

Replied 1 hour later

@PhysicsMaster_Emma This is exactly what I needed! 🎉 The friction system works perfectly!

I implemented the basic version and the sliding feels so much more natural now. The timer system is genius - it gives players just enough control while keeping the slide balanced.

Quick question - how would I make the slide work differently on ice vs normal ground?

ST

SurfaceTech_Lisa

Replied 30 minutes later

@PlatformerPro_Jake Great question! Here’s how to add surface-based physics:

    // Detect surface type
define get surface type
if <touching color [#87CEEB]?> then
set [surface type v] to [ice]
set [friction v] to [0.98]
else
if <touching color [#8B4513]?> then
set [surface type v] to [mud]
set [friction v] to [0.7]
else
set [surface type v] to [normal]
set [friction v] to [0.85]
end
end

// Apply in sliding loop
get surface type
set [x velocity v] to ((x velocity) * (friction))
  

Ice makes you slide longer, mud stops you faster! 🧊

VB

Vibelf_Community

Pinned Message • Moderator

🚀 Master Platformer Physics

Excellent discussion on sliding mechanics! For those wanting to create even more advanced platformer systems, our experts can help you build:

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