Double Jump: Difference between revisions

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{{stub}}
{{Action_infobox
{{rewrite}}
|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=
|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]]
== Behavior ==
As with all airborne actions, a variety of "cancels" are checked prior to actually performing the jump action. These checks are as follows:


A double jump is an action that jumps higher than a [[Single Jump|single jump]], up to (number) units depending on how long the A button is held. It is also influenced by speed. It can be executed by:
# Water - If Mario's height is lower than 100 units below the water height, the action is transitioned into the [[water plunge]] action.
*Jumping in the single jump landing action
# Squish - If Mario is supposed to be squished, his action is changed to the [[squished]] action.
*Jumping in the freefall action (different from freefall 2)
# Vertical Wind- If Mario is above a vertical wind floor, his action is changed to the [[vertical wind]] action. (This is due to the jump action having the "Allow Vertical Wind Action" flag.
*Add stuff here


[[Category:Actions]]
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. This stops the double jump action.
# If the Z button is pressed, Mario will enter the [[ground pound]] action. This stops the double jump action.
# Mario performs the other noises for the jump. <!--Elaborate on this.-->
# Mario's velocity is updated via [[straining]].
# Now, Mario performs the quarter-frame movement.
## The position a quarter of Mario's velocity ahead of Mario is checked for cancels/outcomes. Anything in bold is an exit out of the rest of the checks.
### If the position is above OOB but below Mario's current floor height, Mario's height is changed to the floor height and he '''lands'''.
### If the position is above OOB but not below Mario's current floor height, Mario's height is set to the new height and he '''hits a wall'''.
### If the position's height is 78 units or less below a floor and there is not a ceiling 160 units or less above it (because of how variable types an [[overflow jump]] may occur here):
###* Mario's position horizontally is updated to the new position.
###* Mario's height is set to that of the floor's height.
###* Mario's floor and floor height are updated.
###* Mario '''lands'''.
### If the position's height is 78 units or less below a floor and there is a ceiling 160 units or less above it (because of how variable types an [[overflow jump]] may occur here):
###* Mario's height is set to that of the floor's height.
###* Mario '''lands'''. (Because Mario's floor is not updated, this is where a [[Pedro Spot|pedro spot]] may occur)
### If the position's height is 160 units under, at, or above a ceiling and his vertical velocity is positive or zero:
###* Mario's vertical velocity is set to zero.
###* If the ceiling above Mario is hangable, Mario '''hangs'''. (Since this did not use the new position's ceiling/location, this is potentially a [[Hangable-Ceiling Upwarp|hangable-ceiling upwarp.]])
###* Otherwise, '''nothing happens'''.
### If the position's height is 160 units under, at, or above a ceiling and his vertical velocity is negative:
###* If the position's height is at or below Mario's floor height, Mario's height is set to the floor height, and he '''lands'''.
###* Otherwise, Mario's height is set to the new height and he '''hits a wall'''.
### If there is a wall 30 units above the position but not 150 units above the position:
###* If Mario's velocity is positive, Mario is pushed by the wall opposite the velocity direction, and there is a floor 60 units behind the wall within 238 units upward, Mario '''ledge grabs'''. (Potentially a [[GLG]])
###* Otherwise Mario's position is set to the new position, his floor and floor height are updated, and '''nothing happens'''.
### Mario's position is set to the new position and his floor and floor height are updated.
### If Mario is colliding with a wall 150 or 30 units up and the upper or only wall is lava, he '''lava wall boosts'''.
### If Mario is colliding with a wall 150 or 30 units up and Mario is facing perpendicular to 0x6000 units away, he '''hits a wall'''.
### If no other exit has occurred, '''nothing happens'''.
## This repeats until Mario encounters something besides '''nothing happens''', up to four times including the initial time.
## If Mario's velocity is not negative, his new height is the peak height.
## The footstep noise for Mario's floor is updated.
## If A is held and vertical speed is more than 20, divide it by 4.
## If A is held, Mario is wearing the wing cap, and his vertical speed is negative:
### Subtract two from the vertical speed.
### If the vertical speed is less than -37.5, add four.
### If the vertical speed is more than -37.5 now, set it to -37.5.
## If neither of those two previous situations occurred, subtract 4 from Mario's vertical speed and set it to -75 if it passes below.
## If Mario is above a vertical wind floor and his vertical position is above -1500 but below 3500:
### If Mario's height is 1500 or greater, add 10000/(8*(Mario's Height - 1300)) to the vertical velocity. If it passes 10000/(Mario's Height - 1300), set it to that instead.
### Otherwise, add 6.25 to the vertical speed and cap it to 50 if the vertical speed passes it.
### The Japanese version plays the wind sound now.
## The visual model's position and angle are updated.

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