Double Jump: Difference between revisions
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{{ | {{Action_infobox | ||
|title= Double Jump | |||
|image= | |||
|official name= secJump (Second Jump) | |||
|hex= 0x03000881 | |||
|flags= Air, Allow Vertical Wind Action, Control Jump Height | |||
|group= Airborne | |||
|id= 0x081 | |||
|into=Universal interactions: [[Twirling]], Transition in: [[Single Jump]], Airborne cancels: [[Water Plunge]], [[Squished]], [[Vertical Wind]], non cancel: [[Dive]], [[Jump Kick]], [[Ground Pound]], common air step: [[Feet Stuck In Ground]], [[Hard Backward Ground Kb]], [[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]] | |||
|animation= 0x4C, 0x4D | |||
|related= | |||
}} | |||
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: | |||
* A [[Single Jump Land]] | |||
* A [[Sideflip Land]] | |||
* A [[Freefall Land]] | |||
== Transition In == | |||
''See [[Single Jump|single jump]] for more details'' | |||
[[ | # If Mario is squished and/or has a quicksand depth more than 1, cancel to [[Single Jump]]. (This cancel is shared with [[Twirling]])<ref>https://github.com/n64decomp/sm64/blob/9921382a68bb0c865e5e45eb594d9c64db59b1af/src/game/mario.c#L779-L781</ref> | ||
# Mario's vertical speed is set to <math>52+\frac{\text{hspeed}}4</math>. | |||
# Mario's forward velocity is multiplied by 0.8 | |||
== 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: | |||
# 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. | |||
# If the B button is pressed, Mario will either enter the [[dive]] action if his speed is greater than 28 or the [[Jump Kick|jump kick]] action otherwise. | |||
# If the Z button is pressed, Mario will enter the [[ground pound]] action. | |||
# Mario performs the other noises for the jump. | |||
# Now, Mario performs the quarter-frame movement via a full [[Movement_Steps#Air_Step|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. | |||
== References == | |||
<references/> | |||
{{actions}} |
Latest revision as of 01:22, 21 January 2024
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, Transition in: Single Jump, Airborne cancels: Water Plunge, Squished, Vertical Wind, non cancel: Dive, Jump Kick, Ground Pound, common air step: Feet Stuck In Ground, Hard Backward Ground Kb, 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:
Transition In
See single jump for more details
- If Mario is squished and/or has a quicksand depth more than 1, cancel to Single Jump. (This cancel is shared with Twirling)[1]
- Mario's vertical speed is set to .
- Mario's forward velocity is multiplied by 0.8
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:
- 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.
- 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.
- If the Z button is pressed, Mario will enter the ground pound action.
- Mario performs the other noises for the jump.
- 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.