Physics · interface

StallEscapeOptions

Explained in Your first game, Rigid bodies.

interface StallEscapeOptions
import type { StallEscapeOptions } from '@driftengine/physics';

Properties

NameTypeDescription
progressMoptionalnumberHow far from where the window opened counts as getting somewhere, metres.
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A 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.

stalledTicksoptionalnumberHow many ticks of going nowhere before the window is full.
refusedTicksoptionalnumberHow many of those the world must have been pushing back for.
pushMoptionalnumberHow far each nudge moves, metres.
budgetMoptionalnumberHow far the whole escape may push before the body is called sealed, metres.
probeMoptionalnumberHow far each of the six probes reaches, metres.
headroomMoptionalnumberHow much clear air overhead counts as being able to jump out, metres.
verticalBiasoptionalnumberHow much a vertical direction's room is worth against a horizontal one's.
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Under 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.