How to implement double jumping mechanics in Scratch platformers
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JumpMaster
Posted on August 5, 2024 • Intermediate
🦘 Need help with double jumping mechanics!
Hey everyone! I’m working on a platformer game and I’m trying to implement double jumping, but I’m having issues. I think my dashing mechanics might be interfering with the double jump script. 😤
I’ve been following some tutorials but I can’t seem to get it working properly. The character either doesn’t jump at all in mid-air, or jumps infinitely. Can someone help me understand how to properly implement this feature?
Note: I’m using some existing platformer code as a base, but I’m struggling with the jump counting logic.
PlatformerDev_Pro
Replied 30 minutes later • ⭐ Best Answer
Great question @JumpMaster! Double jumping can be tricky to implement correctly. Here’s a comprehensive solution that should work perfectly:
🦘 Double Jump System Logic
Here’s how the double jump mechanics work:
🎯 Step 1: Set Up Variables
First, create these variables for your player sprite:
jumps_available
- How many jumps the player can makeon_ground
- Whether the player is touching the groundgravity
- Vertical velocityjump_pressed
- To prevent holding space for multiple jumps
🏃 Step 2: Ground Detection System
This is crucial for resetting your jump count:
when flag clicked forever // Check if touching ground if <touching color [#00FF00]?> then set [on_ground v] to [true] set [jumps_available v] to [2] // Reset to 2 jumps (ground + air) set [gravity v] to [0] else set [on_ground v] to [false] end end
🦘 Step 3: Jump Input Handling
Handle jump input with proper key press detection:
when flag clicked forever // Detect jump key press (not held) if <<key [space v] pressed?> and <(jump_pressed) = [false]>> then set [jump_pressed v] to [true] // Check if we can jump if <(jumps_available) > [0]> then set [gravity v] to [15] // Jump strength change [jumps_available v] by [-1] // Play jump sound play sound [jump v] end end // Reset jump_pressed when key is released if <not <key [space v] pressed?>> then set [jump_pressed v] to [false] end end
📐 Step 4: Gravity and Movement
Apply gravity and handle vertical movement:
when flag clicked forever // Apply gravity when not on ground if <(on_ground) = [false]> then change [gravity v] by [-1] // Gravity strength // Limit falling speed if <(gravity) < [-15]> then set [gravity v] to [-15] end end // Move vertically change y by (gravity) // Check for ground collision after moving if <<touching color [#00FF00]?> and <(gravity) < [0]>> then repeat until <not <touching color [#00FF00]?>> change y by [1] end set [gravity v] to [0] end end
🚀 Step 5: Advanced Double Jump with Visual Effects
Add some polish with particle effects:
// When double jumping (in air) if <<(jumps_available) = [1]> and <(on_ground) = [false]>> then // Create double jump effect repeat [5] create clone of [particle v] end // Different jump strength for double jump set [gravity v] to [12] // Slightly weaker than first jump change [jumps_available v] by [-1] end
🛠️ Step 6: Troubleshooting Common Issues
Problem: Infinite jumping
Solution: Make sure you’re properly detecting ground contact and resetting jump count only when actually touching ground.
Problem: Can’t jump at all
Solution: Check that your jumps_available
variable is being set to 2 when on ground.
Problem: Dashing interferes with jumping
Solution: Use separate variables for dash and jump states, and make sure they don’t conflict.
// Separate dash handling if <<key [x v] pressed?> and <(can_dash) = [true]>> then set [dash_speed v] to [20] set [can_dash v] to [false] // Don't affect jump variables here end
This should give you a solid double jump system! Let me know if you need help with any specific part! 😊
JumpMaster
Replied 1 hour later
@PlatformerDev_Pro This is amazing! Thank you so much! 🎉
The ground detection was exactly what I was missing. Now my double jump works perfectly and doesn’t interfere with my dash mechanics!
GameTutor_Alex
Replied 2 hours later
Great solution! Here are some additional tips for making your double jump even better:
- Coyote Time: Allow jumping for a few frames after leaving the ground
- Jump Buffering: Register jump input slightly before landing
- Variable Jump Height: Shorter jumps when space is tapped vs held
- Wall Jumping: Reset jumps when touching walls
These small details make platformers feel much more responsive! 🎮
Vibelf_Community
Pinned Message • Moderator
🚀 Want to Master Advanced Platformer Mechanics?
Fantastic discussion everyone! For those looking to create even more sophisticated platformer systems, our community can help you implement:
- 🏃 Advanced movement mechanics (wall jumping, sliding)
- ⚡ Combo systems and special abilities
- 🎯 Precise collision detection
- 🌟 Smooth animation systems
📚 Related Discussions
- Creating smooth wall jumping mechanics
- Advanced collision detection techniques
- Implementing coyote time and jump buffering
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