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(Uh, this doesn't look right but seems it would take significant work to improve rn) |
MariaNicolae (talk | contribs) (Added explanation for floors) |
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[[File:Non-Vertical Wall.png|300px|right|thumb|This wall in [[BoB]] is not quite vertical.]] The majority of walls in the game are perfectly vertical, but not all. Walls that are not vertical are one cause of [[Glitchy Ledge Grab]]s. | [[File:Non-Vertical Wall.png|300px|right|thumb|This wall in [[BoB]] is not quite vertical.]] The majority of walls in the game are perfectly vertical, but not all. Walls that are not vertical are one cause of [[Glitchy Ledge Grab]]s. | ||
==Floors== | ==Floors== | ||
A floor triangle is a triangle with normal.y > 0.01. | |||
===Hitbox=== | |||
A floor's hitbox extends 78 units below and 100 units above the floor triangle. This allows Mario to move vertically along floors; if he is moving up or down a slope or stairs, he will be off the floor after his horizontal motion but still in its hitbox, which will snap him to the floor. He will always be snapped up if he's in a floor's hitbox below the floor, but he'll only be snapped down while above a floor if he is in a ground movement state. | |||
Any location that is not inside or above a floor hitbox is considered out of bounds; Mario will not be able to move into it of his own volition, and if forced into it, he will die. | |||
==Ceilings== | ==Ceilings== | ||
==Surface Types== | ==Surface Types== |