From Test-Scratch-Wiki
Wall-Jumping is a technique used in Scratch to make 角色s bounce off walls. This allows a character in a project, for instance, to scale up massive heights of walls rather than jumping on individualized sections like stairs. It is commonly used in 游戏平台.
Method
This is just one of the ways for wall jumping to work.
Three variables are needed for this method to operate properly:
- L-vel
— The 速度 of the player going left
- R-vel
— The velocity of the player going right
- Y-vel
— The velocity of the player on the Y 座标
Afterwards, a player sprite should be made. This is the sprite that will perform all motions and be physically wall-jumping. An example of a player sprite is shown below:
The colours on each side of the square are the sensors that will use to "sense" which side the wall and floor are relative to the character. Using more complicated coding, it wouldn't require colours.
Two separate scripts are needed then, one for moving and one for sensing walls:
當 @greenflag 被點擊 變數 [R-vel v] 設為 [0] 變數 [L-vel v] 設為 [0] 重複無限次 如果 <[向右 v] 鍵被按下?> 那麼 變數 [R-vel v] 改變 (1) end 如果 <[向左 v] 鍵被按下?> 那麼 變數 [L-vel v] 改變 (1) end 如果 <[向上 v] 鍵被按下?> 那麼 如果 <顏色 [#0000FF] 碰到顏色 [#000000] ?> 那麼 變數 [Y-vel v] 設為 [20] 廣播訊息 [Jump v] end end 如果 <<顏色 [#0000FF] 碰到顏色 [#000000] ?> 不成立> 那麼 y 改變 (-5) end 如果 <顏色 [#FF0000] 碰到顏色 [#000000] ?> 那麼 變數 [Y-vel v] 設為 [0] 變數 [R-vel v] 設為 [0] 如果 <<<顏色 [#0000FF] 碰到顏色 [#000000] ?> 或 <[向上 v] 鍵被按下?>> 不成立> 那麼 等待 (0.5) 秒 如果 <[向上 v] 鍵被按下?> 那麼 變數 [Y-vel v] 設為 [20] 廣播訊息 [Jump v] end 變數 [L-vel v] 設為 [10] end end 如果 <顏色 [#00FF00] 碰到顏色 [#000000] ?> 那麼 變數 [Y-vel v] 設為 [0] 變數 [R-vel v] 設為 [0] 如果 <<<顏色 [#0000FF] 碰到顏色 [#000000] ?> 或 <[向上 v] 鍵被按下?>> 不成立> 那麼 等待 (0.5) 秒 如果 <[向上 v] 鍵被按下?> 那麼 變數 [Y-vel v] 設為 [20] 廣播訊息 [Jump v] end 變數 [R-vel v] 設為 [10] end end x 改變 (R-vel) x 改變 ((0) - (L-vel)) 變數 [R-vel v] 改變 ((R-vel) * (-0.2)) 變數 [L-vel v] 改變 ((L-vel) * (-0.2)) end
![]() | The color black can be changed depending on the color of the wall and floor sprites, but the floor and walls must be the same color. |
And one for jumping:
當收到訊息 [Jump v] 重複 (10) 次 如果 <顏色 [#FF0000] 碰到顏色 [#000000] ?> 那麼 變數 [Y-vel v] 設為 [0] stop script end y 改變 (Y-vel) 變數 [Y-vel v] 改變 (-1) end 變數 [Y-vel v] 設為 [0]
There is another way of doing it. One variable is needed
- velocity
— The velocity of the player's horizontal movement.
當 @greenflag 被點擊 重複無限次 如果 <[向左 v] 鍵被按下?> 那麼 變數 [velocity v] 改變 (-1) end 如果 <[向右 v] 鍵被按下?> 那麼 變數 [velocity v] 改變 (1) end 如果 <<碰到 [ground v] ?> 不成立> 那麼 y 改變 (-10) end 如果 <[向上 v] 鍵被按下?> 那麼 y 改變 (60) end y 改變 (1) x 改變 (velocity) 如果 <碰到 [ground v] ?> 那麼 x 改變 ((0) - (velocity)) 如果 <[向上 v] 鍵被按下?> 那麼 y 改變 (60) x 改變 ((0) - (velocity)) end y 改變 (-1) 變數 [velocity v] 設為 ((velocity) * (0.75)) end end
示例
- Wall jump engine (the script that was used for this article)