How the player character moves, jumps, and interacts with the world in v0.0.
The player is a 32×32 px square (1 grid cell). The player always appears at the spawn point when a game or test session begins.
playerSpeed value (default 5). The player accelerates and decelerates instantly (no friction ramp).16 × (gravity / defaultGravity) — scales with gravity so heavier maps don't launch players out of bounds.The player has 1 jump by default (configurable via maxJumps in map config). Jump force is controlled by jumpForce (default −13.2; negative = upward). The player can jump again immediately after landing.
If the map enables Infinite Jumps, the player can jump at any time, including mid-air.
Gravity applies every physics frame. Default value is 0.71 per frame. This can be changed per-map in Map Config.
The player has two internal rectangles used for collision detection:
x:0, y:8, w:32, h:24 — used for landing on and pushing against solid objects. Slightly inset on top to allow the player to walk under overhangs.x:4, y:6, w:24, h:24 — used for spike damage checks. Smaller than the ground box so the player isn't hit by spikes that are visually far away.If the player touches a spike (with the appropriate touchbox mode) they die and respawn at the spawn point. If the player falls below the map's die line Y (default Y = 1000), they also die and respawn.
In v0.0 there are no checkpoints, so the player always respawns at the spawn point.
| Key | Action |
|---|---|
| ← / A | Move left |
| → / D | Move right |
| ↑ / W / Space | Jump |
| ↓ / S | Duck / drop (v0.0: no effect in base game) |
On death or at game start, the player is placed at the spawn point object's position, centered horizontally, just above it. If no spawn point exists in the map the player spawns at world coordinates (0, 0).