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→‎Surface Types: explain surface types
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==Floors==
==Floors==
A floor triangle is a triangle with normal.y > 0.01.
A floor triangle is a triangle with normal.y > 0.01.
===Hitbox===
===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. When walking on a slope, Mario will move horizontally at a rate slower than his actual speed, known as his [[De Facto Speed]].
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. When walking on a slope, Mario will move horizontally at a rate slower than his actual speed, known as his [[De Facto Speed]].


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.
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==
A ceiling hitbox extends from 160 units below the ceiling to infinitely above. For ground and air movement, the ceiling will try its best to keep Mario out of it. If Mario walks into the ceiling, his quarter step will be canceled, and he will remain in place and do the pushing animation. If Mario is moving upwards in the air when coming in contact with the ceiling, his quarter step will be canceled and his vertical speed will be set to 0. On the contrary, when Mario falls onto a ceiling while airborne, his quarter step will be canceled and his horizontal speed will get set to 0, making him fall straight down. Although a ceiling will extend upwards infinitely, a floor can overwrite the ceiling hitbox, meaning that its hitbox will stop right when the floor hitbox starts.
A ceiling hitbox extends from 160 units below the ceiling to infinitely above. For ground and air movement, the ceiling will try its best to keep Mario out of it. If Mario walks into the ceiling, his quarter step will be canceled, and he will remain in place and do the pushing animation. If Mario is moving upwards in the air when coming in contact with the ceiling, his quarter step will be canceled and his vertical speed will be set to 0. On the contrary, when Mario falls onto a ceiling while airborne, his quarter step will be canceled and his horizontal speed will get set to 0, making him fall straight down. Although a ceiling will extend upwards infinitely, a floor can overwrite the ceiling hitbox, meaning that its hitbox will stop right when the floor hitbox starts.
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For Water movement, Mario instead gets warped downward by ceilings. These downwarps are used in various TASes and speedruns.
For Water movement, Mario instead gets warped downward by ceilings. These downwarps are used in various TASes and speedruns.
==Surface Types==
==Surface Types==
Todo: Explain what slipperiness means.
While the surface type of a surface is not restricted to only floors, walls, or ceilings, in practice they are only used in certain scenarios, or wouldn't have any affect if such surface was of a different type, i.e. there could be a vertical wind ceiling or a death barrier wall, but those surfaces would have the behaviour. Todo: Explain what slipperiness means.
{{Surface_Types}}
{{Surface_Types}}
==References==
==References==
<references />
<references />
[[Category:Mechanics]]
[[Category:Mechanics]]
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