Jump
Leaves the ground on a button press. Every other jump is a variation of this one.
Leaving the ground on a button press. Every other jump in the package (double, long, backflip, wall kick...) is a shape of this one, chosen when it starts; so one Jump module plus the shapes you add is the whole jump set of a genre.
JumpHow it works
An action of Walking that leads to Falling. Starts from any state, on: Jump. Ends when it stops rising, then the Falling mode and the Walking mode.
Leaving the ground on a jump press, then rising until the top of the jump. While rising it moves exactly like the character's air state (it calls AirMoveState.AirMove), so it needs one.
Hooks called: IJumpGate, to decide whether the jump may start (Coyote Time, Jump Buffering and Wall Kick work through it); IJumpMove, to replace the plain jump with a special one (Jump Chain, Side Flip, Wall Kick); IJumpLaunch, to adjust the take-off (Running Jump).
Combine it
- Needs: Air Move. The Inspector warns while one is missing.
- Priority 20: when several states could run, the highest priority wins (see How modules combine).
- Used by the presets: Arena Shooter, Competitive Shooter, Surf, Retro Platformer, Modern Platformer, Traversal Adventure, Action RPG.
Properties
| Property | Description | Range | Default |
|---|---|---|---|
| Character | The character this module belongs to. Drag its Character Motor here. | None | |
| Jump Height | Height of the top of the jump above the take-off point, metres. | 0 or more | 1.2 |