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v1.0.3

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@SunCatMC SunCatMC released this 12 Mar 19:51
· 4 commits to main since this release

better precision of printed numbers


Debug info about player jumping for DLCQuest game.

Controls:

  • Attack/Interact: add a line in console output, useful to visually separate the data
  • Jump: Start recording. Stops when no longer pressing Jump and the player character lands on the ground.

Data format:

new: 50,0001, old + delta: 50,0001, OffGroundTime: 133,333344
CanJump: False, IsAtCeiling: False
Y delta: -5,38721848, Y velocity: -14,7429276
jump Y velocity      : -15,6429291
jump Y velocity delta: 1,12731171, substep gravity: 0,900001764
player Y velocity delta: 2,02731133
Player is jumping
---
  • new and old + delta correspond to jumpTime, one after the function call, the other before, but adjusted to the change that is usually applied to get current time, represented by delta. In this debug tool it is basically used to show how long the current jump has been going, how physics frames look like, and when the jump time gets cleared or stays at 0 (which is the only time when these 2 values are different).
  • CanJump is a function in-game that represents when coyote time is applied. The max length of coyote time is 125 ms, but can be lower a bit due to frame cutoff.
  • OffGroundTime and IsAtCeiling should be self explanatory.
  • Y delta is change in Y position of player compared to the start of the jump sequence, Y velocity is Y velocity of player.
  • jump Y velocity is the velocity that is being applied during a jump, jump Y velocity delta is a change in that velocity compared to previous frame, substep gravity is how much gravity is applied in current frame (doesn't change outside of slowed time).
  • player Y velocity delta is change in player Y velocity compared to previous frame.
  • Player is jumping shows up whenever player pressing Jump button was detected. When the button is not pressed, the line is empty.