Heading Air
Keeps the jump on its course, with only a little drift. Each jump is a commitment the player must judge.
Moving in the air the classic way: the body keeps facing where it jumped, and the stick only drifts it a little. A jump is a commitment, which makes judging it part of the challenge.
Heading AirHow it works
The Falling mode: runs when nothing else runs.
Heading Air: in the air the way classic 3D platformers do it. The body never turns: a jump commits to its take-off heading. The stick along the facing speeds up or slows down the forward speed; the stick across it gives a sideways drift that stops the moment the stick is let go. Forward speed drifts down slowly on its own, and pushing past top speed is held back.
Velocity it did not make itself (a jump pad's push, a platform's momentum) is kept. Whatever launches the character turns its body if it wants to (Jump Pad's Turn Body, the Ladder pushing off). The motor's Body Facing must be States.
Numbers from the classic 3D platformer study (D33).
Combine it
- Priority 0: when several states could run, the highest priority wins (see How modules combine).
- Body facing: works with characters whose body faces States.
- Used by the presets: Retro Platformer.
Properties
| Property | Description | Range | Default |
|---|---|---|---|
| Character | The character this module belongs to. Drag its Character Motor here. | None | |
| Gravity | Downward acceleration, m/s² (classic arena shooters: 25 at 32 map units per metre). | 0 or more | 20 |
| Terminal Speed | Fastest fall, m/s. 0: no limit. | 0 or more | 0 |
| Max Forward Speed | Forward speed above which pushing on is held back, m/s. | 0 or more | 10.8 |
| Forward Acceleration | Speed-up from a full stick along the facing, m/s². | 0 or more | 15.2 |
| Drag | Forward speed always drifts toward zero by this much, m/s². | 0 or more | 3.5 |
| Overspeed Deceleration | Extra slowing above Max Speed, m/s². | 0 or more | 10.1 |
| Side Speed | Sideways drift from a full stick across the facing, m/s. It does not build up. | 0 or more | 3.4 |
| Max Back Speed | Fastest backwards speed before it is pushed back, m/s. | 0 or more | 5.4 |
| Back Recovery | Push back toward Max Back Speed when moving backwards faster, m/s². | 0 or more | 20.25 |
| Creep Above Max Speed | Let a held stick keep gaining a little speed above Max Speed, as the original does. Off: hold at Max Speed. | Off |