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Movement and Sprint
Top-down movement at BASE_SPEED (200px/s), with per-axis tile collision (slide along walls). Sprint — move faster while stamina lasts — via hold Shift (keyboard), pushing the on-screen joystick to its edge (touch), or pushing the gamepad stick fully — all three work in both single-player and multiplayer. Movement is server-authoritative in both modes now (SP runs a solo server round): the sprint flag rides the move input, the server integrates speed + stamina and broadcasts it, and the client renders snapshots. Shares the pure helpers in src/engine/movement.js.
| Rule | Value |
|---|---|
| Sprint speed | 1.6× base (320px/s) |
| Stamina | 0–100, shown as a HUD bar |
| Drain (sprinting) | 26/s → ~3.8s burst from full |
| Regen (not sprinting) | 28/s — recovers while walking or idle, even mid-combat (~3.6s to refill) |
| Terrain speed | uniform — biomes no longer modify movement speed (per-biome multipliers removed 2026-06-09) |
| Restart threshold | once empty, must regen to 16 before sprinting again (no sub-second flicker) |
Tuned for the large map (GP-4): ~52% sprint uptime so traversal isn't stop-and-go. All values are tunable in GAME.SPRINT.
Tamer's Quest — game-logic wiki. This GitHub Wiki is the canonical, code-mirrored spec (it superseded the in-app public/wiki.html, now archived, on 2026-06-11). Pair with docs/IMPLEMENTATION_PLAN.md and docs/REQUIREMENTS.md in the repo.
Tamer's Quest Game Logic Wiki
- Home
- Onboarding and Title
- Multiplayer and Networking
- Movement and Sprint
- Monsters Stats and Elements
- Combat and Taming
- Spirit Chains
- Progression
- Map and Biomes
- Extraction Round
- Rendering and HUD
- Open Questions
Legend
[CURRENT] implemented
[PLANNED] vision
[OPEN] undecided