Physics · interface
StallEscapeOptions
Explained in Your first game, Rigid bodies.
interface StallEscapeOptionsimport type { StallEscapeOptions } from '@driftengine/physics';Properties
| Name | Type | Description |
|---|---|---|
progressMoptional | number | How far from where the window opened counts as getting somewhere, metres.MoreA question about net progress over a window, not about this tick's displacement. A body jitters in a notch — thirty times a per-tick threshold — while sitting at the same coordinates for as long as the key is held. Displacement is not progress, and a trap that shakes you is still a trap. |
stalledTicksoptional | number | How many ticks of going nowhere before the window is full. |
refusedTicksoptional | number | How many of those the world must have been pushing back for. |
pushMoptional | number | How far each nudge moves, metres. |
budgetMoptional | number | How far the whole escape may push before the body is called sealed, metres. |
probeMoptional | number | How far each of the six probes reaches, metres. |
headroomMoptional | number | How much clear air overhead counts as being able to jump out, metres. |
verticalBiasoptional | number | How much a vertical direction's room is worth against a horizontal one's.MoreUnder one, and by a margin. Being eased upward out of scenery is the most visible possible correction — it reads as levitating. Slipping sideways off the thing you are caught on reads as slipping off it, which is what actually happened. Up stays available, because a pocket sometimes leaves nothing else. |