Advanced platformer movements
Let platformer characters: air jump, wall jump wall sliding, coyote time and dashing.
Authors and contributors to this community extension: D8H, shadow00dev, Entropy, CorianderGames.
This extension provides behaviors to:
- Jump in mid-air
- Jump and slide against walls
- Dash horizontally
- Dash toward the floor
- Do coyote time, also known as "ledge tolerance". It lets players jumping even after their character is no longer touching the ground for a given amount of time. It aims to give players a feeling of control and reduce frustration.
An example allows to check it out (open the project online).
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Coyote time and air jump
Let platformer characters jump shortly after leaving a platform and also jump in mid-air.
Behavior actions
Remove a remaining air jump
Remove one of the remaining air jumps of a character.
Reset air jumps
Allow back all air jumps of a character.
Air jumps
Change the number of times the character can jump in mid-air.
Coyote timeframe
Change the coyote time duration of an object (in seconds).
Behavior conditions
Floor jumps count as air jumps
Check if floor jumps are counted as air jumps for an object.
Can coyote jump
Check if a coyote jump can currently happen.
Behavior expressions
Expression | Description | |
---|---|---|
Object.AdvancedJump::AirJumpsMax() |
Number of jumps in mid-air that are allowed. | |
Object.AdvancedJump::RemainingAirJumps() |
Number of jumps in mid-air that are still allowed. |
Dive dash
Make platformer characters dash toward the floor.
Behavior actions
Simulate dive key
Simulate a press of dive key to make the object dives to the floor if it can dive.
Behavior conditions
Can dive
Check if the object can dive.
Is diving
Check if the object is diving.
No expressions for this behavior.
Horizontal dash
Make platformer characters dash horizontally.
Behavior actions
Abort dash
Abort the current dash and set the object to its usual horizontal speed.
Simulate dash key
Simulate a press of dash key.
Behavior conditions
Is dashing
Check if the object is dashing.
No expressions for this behavior.
Platformer character configuration stack
Resolve conflict between platformer character configuration changes.
Behavior actions
Configure horizontal acceleration
Configure character acceleration for a given configuration layer and move this layer on top.
Configure horizontal deceleration
Configure character deceleration for a given configuration layer and move this layer on top.
Configure gravity
Configure character gravity for a given configuration layer and move this layer on top.
Configure maximum falling speed
Configure character maximum falling speed for a given configuration layer and move this layer on top.
Configure maximum horizontal speed
Configure character maximum speed for a given configuration layer and move this layer on top.
Revert configuration
Revert configuration changes for one identifier and update the character configuration to use the most recent ones.
Behavior expressions
Expression | Description | |
---|---|---|
Object.PlatformerConfigurationStack::UsualMaxSpeed() |
Return the usual maximum horizontal speed when no configuration change applies on it. |
Wall jump
Let platformer characters jump and slide against walls.
Behavior actions
Jump time frame
Change the wall jump detection time frame of an object (in seconds).
Side acceleration
Change the side acceleration of wall jumps of an object (in pixels per second per second).
Side speed
Change the side speed of wall jumps of an object (in pixels per second).
Gravity
Change the wall sliding gravity of an object (in pixels per second per second).
Maximum falling speed
Change the wall sliding maximum falling speed of an object (in pixels per second).
Impact speed absorption
Change the impact speed absorption of an object.
Behavior conditions
Has just wall jumped
Check if the object has just wall jumped.
Against a wall
Check if the object is against a wall.
Is wall jumping
Check if the object is wall jumping.
Behavior expressions
Expression | Description | |
---|---|---|
Object.WallJump::JumpTimeFrame() |
The wall jump detection time frame of an object (in seconds). | |
Object.WallJump::WallJumpAccelerationX() |
The side acceleration of wall jumps of an object (in pixels per second per second). | |
Object.WallJump::WallJumpSpeedX() |
The side speed of wall jumps of an object (in pixels per second). | |
Object.WallJump::WallSlidingGravity() |
The wall sliding gravity of an object (in pixels per second per second). | |
Object.WallJump::WallSlidingMaxFallingSpeed() |
The wall sliding maximum falling speed of an object (in pixels per second). | |
Object.WallJump::WallSlidingSpeedAbsorption() |
Change the impact speed absorption of an object. |
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