Double Jump

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Revision as of 23:49, 27 July 2023 by Icecream17 (talk | contribs) (into (note that double jump does not transition _directly_ to jump))
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Double Jump
Properties
Official Name secJump (Second Jump)
Hex 0x03000881
Action Flags Air, Allow Vertical Wind Action, Control Jump Height
Action Group Airborne
ID 0x081
Transitions
Into Universal interactions: Twirling, Airborne cancels: Water Plunge, Squished, Vertical Wind, non cancel: Dive, Jump Kick, Ground Pound, air step: Double Jump Land, Air Hit Wall, Backwards Air Kb, Soft Bonk, Ledge Grab, Start Hanging, Lava Boost
Out of Single Jump Land, Sideflip Land, Freefall Land
Other
Animation 0x4C, 0x4D

A double jump is an action that typically follows an earlier jump with more height. Specifically, a double jump can be entered by pressing A while in:

Behavior

As with all airborne actions, a variety of "cancels" are checked prior to actually performing the jump action. See Single Jump#Airborne cancels

At this point, two more things happen prior to the jump action:

  • Mario's quicksand depth is set to 0.
  • Mario plays a falling noise if he has fallen more than 1150 units from his peak.

With the jump action occurring, the following happens:

  1. Mario's vertical speed is set to .
  2. If Mario's vertical speed is not negative, his animation is set to the double jump rising animation. Otherwise, it is set to the double jump falling animation.
  3. If the B button is pressed, Mario will either enter the dive action if his speed is greater than 28 or the jump kick action otherwise.
  4. If the Z button is pressed, Mario will enter the ground pound action.
  5. Mario performs the other noises for the jump.
  6. Now, Mario performs the quarter-frame movement via a full common air step. The landing action is a double jump land action and the check has both the "Check Ledge Grab" and "Check Hang" flags.