5 Physics Systems You Can Build in Scratch (With Working Code)



This content originally appeared on DEV Community and was authored by ItsMyBot

Physics transforms boring games into engaging experiences. Here are 5 systems you can build in Scratch today.

What Is Physics in Games?

Physics simulates real-world forces:

  • Gravity – Objects fall naturally
  • Momentum – Moving objects keep moving
  • Friction – Things slow down over time
  • Collision – Realistic bouncing and impact

System 1: Basic Gravity (Start Here)

The foundation of all physics games:

when green flag clicked
set [y velocity] to (0)
forever
  // Gravity pulls down
  change [y velocity] by (-1)

  // Apply movement
  change y by (y velocity)

  // Ground collision
  if <touching [ground]?> then
    repeat until <not <touching [ground]?>>
      change y by (1)
    end
    set [y velocity] to (0)
  end
end

What you get: Sprites fall naturally and land on platforms.

Use for: Every platformer, falling object game, jumping mechanic

System 2: Platformer Physics

Add horizontal movement, friction, and jumping:

when green flag clicked
set [x velocity] to (0)
set [y velocity] to (0)
forever
  // Left/right input
  if <key [right arrow] pressed?> then
    change [x velocity] by (1)
  end
  if <key [left arrow] pressed?> then
    change [x velocity] by (-1)
  end

  // Speed limit
  if <(x velocity) > [8]> then
    set [x velocity] to (8)
  end

  // Friction
  set [x velocity] to ((x velocity) * (0.85))

  // Movement
  change x by (x velocity)

  // Gravity
  change [y velocity] by (-1)
  change y by (y velocity)

  // Jump
  if <<key [space] pressed?> and <touching [ground]?>> then
    set [y velocity] to (15)
  end
end

Result: Professional-feeling character control

System 3: Realistic Bouncing

Make balls bounce with energy loss:

when green flag clicked
set [y velocity] to (0)
forever
  // Gravity
  change [y velocity] by (-1)
  change y by (y velocity)

  // Bounce
  if <touching [ground]?> then
    repeat until <not <touching [ground]?>>
      change y by (1)
    end

    // Reverse and lose energy
    set [y velocity] to ((y velocity) * (-0.7))

    // Stop if too weak
    if <([abs v] of (y velocity)) < [2]> then
      set [y velocity] to (0)
    end
  end
end

Physics principle: Multiplying by -0.7 = bounce at 70% height

Use for: Bouncing balls, falling objects, pinball

System 4: Projectile Arc (Angry Birds Style)

Launch objects with realistic trajectories:

// Launch
when [space] key pressed
set [x velocity] to (15)
set [y velocity] to (10)

// Flight
when I receive [launch]
repeat until <touching [ground]?>
  // Gravity affects vertical only
  change [y velocity] by (-0.5)

  // Movement
  change x by (x velocity)
  change y by (y velocity)

  // Air resistance
  set [x velocity] to ((x velocity) * (0.98))
end

Result: Objects fly in parabolic arcs

System 5: Slope Physics

Climb ramps realistically:

forever
  change x by (x velocity)

  // If touching ground, try climbing
  if <touching [ground]?> then
    set [climb attempt] to (0)
    repeat (8)
      change y by (1)
      change [climb attempt] by (1)

      // Successfully climbed
      if <not <touching [ground]?>> then
        stop [this script]
      end
    end

    // Too steep - push back
    change y by ((0) - (climb attempt))
    change x by ((0) - (x velocity))
    set [x velocity] to (0)
  end
end

Smart detection: Tries to climb up to 8 pixels, fails if too steep

Common Physics Bugs

Bug 1: Falling Through Ground

Cause: Moving too fast in one frame

Fix: Pixel-perfect collision

repeat ([abs v] of (y velocity))
  change y by (sign of y velocity)
  if <touching [ground]?> then
    change y by (sign of y velocity * -1)
    set [y velocity] to (0)
    stop [this script]
  end
end

Bug 2: Infinite Bouncing

Cause: Not losing energy

Fix: Multiply by less than 1

set [y velocity] to ((y velocity) * (-0.7))  // Loses 30%

Bug 3: Jittery on Ground

Cause: Collision fighting movement

Fix: Only stop when moving down

if <<touching [ground]?> and <(y velocity) < [0]>> then
  set [y velocity] to (0)
end

Quick Reference

System Difficulty Best For
Gravity ⭐ Easy All physics games
Platformer ⭐⭐ Medium Side-scrollers
Bouncing ⭐⭐ Medium Ball games
Projectiles ⭐⭐⭐ Medium Angry Birds clones
Slopes ⭐⭐⭐ Hard Advanced platformers

Complete Tutorial

For advanced techniques including:

  • Rope/pendulum physics
  • Car racing mechanics
  • Destruction physics
  • Performance optimization
  • Collision debugging

[ https://itsmybot.com/how-to-create-physics-based-games-in-scratch/
]( https://itsmybot.com/how-to-create-physics-based-games-in-scratch/

)

Your Turn

Which physics system will you build first?

Drop a comment with your project idea!

Pro tip: Start with basic gravity, then add one system at a time. Don’t try to build everything at once.

About: I teach game development at ItsMyBot, where we help kids aged 5-15 learn coding through project-based courses. Physics is always a favorite breakthrough moment!


This content originally appeared on DEV Community and was authored by ItsMyBot