This video introduces gravity and jumping.
The hero will be able to fall through the cracks but it can also jump over them to save itself from an untimely demise.
You may have learned about how gravity speeds up objects in science class.
It's like accelerating when a stoplight turns green.
You hold your foot down on the gas, and the car keeps speeding up.
The same thing happens in skydiving when you jump out of a plane.
You start out slow, then get faster and faster as you fall.
Keep these images in mind as you build the next part.
You'll program the falling first.
Start the hero near the top left corner of the stage, then let it fall with gravity and land on the ground.
Drive the hero to the starting place, but make sure it doesn't touch the edge.
Then pull out a go to xy block and snap it above the motion loop.
Click the flag and you'll see the hero doesn't fall.
Program the hero to fall, so long as it's not touching the ground.
The change y block in motion changes a sprite's up down position.
Use this at the end of the motion loop to make the sprite come down.
Change the value to a negative number like negative 10.
The sprite falls and keeps falling.
It should stop when it hits the ground.
Make it a variable and call it up down speed, or y speed or something similar that makes sense to you.
This variable will keep track of how fast the sprite is moving up or down.
First place it into the change y block.
Next set it to zero at the beginning of the game before the motion loop.
Then make it change as long as the sprite is in the air.
Remember, gravity is pulling the hero down.
For this add an if else block.
Place it below the other if block then make sure the change y block is outside of it at the bottom of the loop.
For the condition, check whether the hero is touching the ground.
Think for a second about what needs to happen next.
What is the up down speed if the hero is touching the ground?
If it's touching the ground its up down speed is zero.
Add this to the code.
Drag the set variable block into the top part of the if else and pick your new variable from the drop-down.
That will set the y speed to zero when it's touching the ground.
Now consider what needs to happen when it's not touching the ground.
The hero should keep speeding up until it reaches the ground.
To do this change the variable by a small value each time the loop runs.
So each time it will move downward faster.
In the else part of the block place a change variable block.
Set your variable and type negative one in the blank.
It should fall, then stop when it hits the ground.
Finally, make it jump when you press the up arrow.
The hero can only jump when it's touching the ground.
So the code to jump should go inside the touching ground conditional.
Take another if else block and nest it inside the touching ground conditional at the top.
Use the up arrow or any key as the jump control.
Drag a key press block into the new if else.
Pick up arrow from the drop-down.
If the up arrow is not pressed, that's the same as before.
The hero isn't moving up or down.
Snap the set variable block into the else portion of the block.
If the arrow is pressed the jump starts.
Keep in mind that gravity is already working so if the hero goes up it will come back down.
All you have to do is start it going up which you can do by setting the y speed.
Right click and duplicate the set variable block then snap it into the if portion of the conditional.
Then type a positive number, like 15.
If you start playing around, you'll notice some bugs.
And real bugs.
Where'd those come from?
You'll sort all this out in the next video.
Now it's your turn.
Start the hero in the right place.
Move the ground below and make it stay.
Create a variable.
Place this variable in a change y block at the bottom of the motion loop.
Make the variable change by negative one if the hero is in the air or set it to zero if it's on the ground.
Make the hero jump.
- Start the hero in the right place.
- Move the ground below and make it stay.
- Create a variable.
- Place this variable in a "change y" block at the bottom of the motion loop.
- Make the variable change by negative 1 if the hero is in the air, or set it to 0 if it's on the ground.