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! 🎮
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:
🔧 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! 🏃♂️✨
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?
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! 🧊
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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