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[6/16] feat: add variable jumps and landing poses - #123
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Give jump presses a short coyote window and input buffer, and tune tap and held rises to the documented stage scale. Track apex height in the debug display so the result can be measured during play. Use the authored landing poses at contact, with a four-frame hard landing for drops of two body heights. Keep sprite dimensions fixed.
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This was referenced Oct 23, 2026
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Carry the reviewed lane B foundation and latest human-merged integration upward without rewriting published history.
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Carry human-merged lane A changes upward without rewriting published commits.
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Carry human-merged lane A changes upward without rewriting published commits.
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10 of 12 tasks
Carry human-merged lane A changes upward without rewriting published commits.
arudaev
marked this pull request as ready for review
October 24, 2026 01:34
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What and why
Space/K and gamepad A/Cross now jump with a 52px minimum tap rise, about 96px held rise, 0.1s coyote time and a 0.12s input buffer. The supplied landing drawing plays on contact; drops of at least two body heights select the four-frame hard landing at 12fps. Sprites are never scaled for squash. F2 keeps the measured apex height visible after landing.
Issue
Closes #28
Stack
Base:
feature/27-walk-and-run. Human merges bottom up; retarget the next PR to main and merge origin/main into every open branch, never rebase.Acceptance criteria
Verification
npm run typecheck,npm test(66 tests),npm run build; includes main integration at e8577abpy -3.13 scripts/check_docs.pygit diff --cached --checkScreenshots
Measured heights shown in chat and saved in ignored
tmp/verification/28-tap.pngand28-held.png. Full animation switching follows in #31; high-fall threshold 152px is a tuning constant for route playtests.