Creating smooth left/right button controls for mobile
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MobileDev_Alex
Posted on August 1, 2024 • Intermediate
📱 Need help with smooth mobile controls
I’m creating a platformer/story game and need to add mobile support since I’m developing on mobile. The game will have both keyboard and mobile controls. I already know how to make keyboard controls, but I’m struggling with creating smooth left/right buttons that don’t feel choppy.
The main issues I’m facing:
- Button presses feel laggy and unresponsive
- Movement is choppy instead of smooth
- Need both visual feedback and smooth character movement
Any help with creating professional-feeling mobile controls would be amazing! 🙏
TouchControl_Expert
Replied 1 hour later • ⭐ Best Answer
Great question @MobileDev_Alex! Creating smooth mobile controls is crucial for a good user experience. Here’s a comprehensive solution that addresses all your concerns:
🎮 Step 1: Create Button Sprites
First, create two button sprites (Left Button and Right Button) with two costumes each:
- Costume 1: Normal state (unpressed)
- Costume 2: Pressed state (darker/highlighted)
📱 Step 2: Button Visual Feedback
For each button sprite, add this code for visual feedback:
when flag clicked forever if <<touching [mouse-pointer v]?> and <mouse down?>> then switch costume to [pressed v] broadcast [button pressed v] // or [left pressed v] / [right pressed v] else switch costume to [normal v] broadcast [button released v] // or [left released v] / [right released v] end end
🏃 Step 3: Smooth Character Movement
For your player character, implement this smooth movement system:
when flag clicked set [movement speed v] to [0] set [max speed v] to [8] set [acceleration v] to [1] set [friction v] to [0.8] forever // Handle input if <<key [left arrow v] pressed?> or <[left pressed v] = [true]>> then change [movement speed v] by (0 - [acceleration v]) end if <<key [right arrow v] pressed?> or <[right pressed v] = [true]>> then change [movement speed v] by [acceleration v] end // Apply friction when no input if <<<not <key [left arrow v] pressed?>> and <not <key [right arrow v] pressed?>>> and <<[left pressed v] = [false]> and <[right pressed v] = [false]>>> then set [movement speed v] to ((movement speed) * [friction v]) end // Limit speed if <(movement speed) > [max speed v]> then set [movement speed v] to [max speed v] end if <(movement speed) < (0 - [max speed v])> then set [movement speed v] to (0 - [max speed v]) end // Apply movement change x by [movement speed v] end
🔄 Step 4: Button State Management
Create variables to track button states:
when flag clicked set [left pressed v] to [false] set [right pressed v] to [false] when I receive [left button pressed v] set [left pressed v] to [true] when I receive [left button released v] set [left pressed v] to [false] when I receive [right button pressed v] set [right pressed v] to [true] when I receive [right button released v] set [right pressed v] to [false]
✨ Step 5: Advanced Smooth Movement
For even smoother movement with acceleration and deceleration:
// Advanced movement with ramp-up and ramp-down when flag clicked set [speed ramp v] to [0] set [is moving v] to [false] forever set [is moving v] to [false] if <<key [left arrow v] pressed?> or <[left pressed v] = [true]>> then set [is moving v] to [true] point in direction [-90] if <[speed ramp v] < [8]> then change [speed ramp v] by [0.5] end end if <<key [right arrow v] pressed?> or <[right pressed v] = [true]>> then set [is moving v] to [true] point in direction [90] if <[speed ramp v] < [8]> then change [speed ramp v] by [0.5] end end if <[is moving v] = [true]> then move [speed ramp v] steps else // Decelerate when not moving if <[speed ramp v] > [0]> then change [speed ramp v] by [-0.3] move [speed ramp v] steps else set [speed ramp v] to [0] end end end
This creates a professional feeling with smooth acceleration and deceleration! 🚀
MobileDev_Alex
Replied 2 hours later
@TouchControl_Expert This is incredible! Thank you so much! 🎉
The movement feels so much smoother now. One question - how can I add visual effects when the character moves, like dust particles or animation changes?
VisualEffects_Pro
Replied 1 hour later
@MobileDev_Alex Great question! Here’s how to add visual polish:
// Add this to your player sprite for animation when flag clicked forever if <[is moving v] = [true]> then if <[speed ramp v] > [2]> then switch costume to [running v] create clone of [dust particle v] else switch costume to [walking v] end else switch costume to [idle v] end end // For dust particles (separate sprite) when I start as a clone go to [player v] change y by [-20] set [ghost v] effect to [50] repeat [10] change y by [2] change [ghost v] effect by [5] end delete this clone
This adds running animation and dust effects for extra polish! ✨
Vibelf_Community
Pinned Message • Moderator
🚀 Want to Master Mobile Game Development?
Excellent discussion on mobile controls! For those looking to create even more advanced mobile games, our community can help you implement:
- 📱 Multi-touch gesture controls
- 🎮 Virtual joystick systems
- ⚡ Performance optimization for mobile
- 🎨 Responsive UI design
📚 Related Topics
- Creating virtual joystick controls
- Optimizing games for mobile performance
- Advanced touch gesture recognition
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