Addon ID

  • salmanshh_platformer_physics

Info

Statistics

  • Download count44 total downloads
  • Latest download count 32 downloads of latest version
  • Average download count2 downloads per day average

Owners

A list of all Actions, Conditions and Expressions supported in this addon.

Configuration

  • Actions

    Set acceleration to {0}

    Change how quickly the character speeds up.

    Set contact grace to {0} second(s)

    Set how long (in seconds) a floor, wall, or ceiling contact must be absent before that state clears. Higher values reduce contact jitter at the cost of slightly delayed state transitions. Default: 0.05 s (~3 frames at 60 fps).

    Set coyote time to {0}

    How long after walking off a ledge the player can still jump. Makes platforming more forgiving. Set to 0 to disable.

    Set debug mode to {0}

    Turn debug console output on or off. Prints movement state to the browser console (F12) — handy when tuning values.

    Set deceleration to {0}

    How quickly the character stops when releasing input. Low = icy sliding, high = instant stop.

    Set gravity to {0}

    Override the additional downward gravity (px/s²) at runtime.

    Set jump buffer to {0}

    How early before landing a jump press is accepted. Prevents missed jumps when the button is pressed slightly too soon. Set to 0 to disable.

    Set jump strength to {0}

    Change how high the character jumps.

    Set max fall speed to {0}

    Change the maximum fall speed the character can reach.

    Set max speed to {0}

    Change the top running speed.

Jumping

  • Actions

    Reset jumps

    Give all jumps back, as if the character just landed.

    Set jump release damping to {0}%

    Set the percentage of upward velocity retained when the jump button is released early. Lower values give more control over jump height.

    Set max jumps to {0}

    How many times the character can jump before touching the ground. Set to 2 to unlock double jump.

    Set variable jump height to {0}

    Tap for a short hop, hold for a full jump. Disable for a fixed jump height every time.

    Set wall coyote time to {0}

    How long after leaving a wall the player can still wall jump. Forgives slightly late button presses. Set to 0 to disable.

    Set wall jump to {0}

    Toggle the ability to jump off walls.

    Set wall jump strength to {0}

    How far the character pushes away from the wall on a wall jump. Higher = wider arc — use to tune the feel of vertical shaft climbing.

    Set wall slide to {0}

    Toggle the ability to slide down walls.

    Set wall slide speed to {0}

    How fast the character slides down a wall. Lower = slower, more controlled. e.g. set very low for a sticky-wall ability.

Movement

  • Actions

    Apply impulse ({0}, {1})

    Add a push to the character's current velocity, they keep control and deceleration tapers it off.

    Set driven move ({0}, {1}) for {2}s

    Temporarily drives the character at the given velocity, suppressing movement input for the duration. Use for dashes, knockback, launch pads, or any externally driven movement. Gravity, wall slide, and max fall speed still apply.

    Set enabled to {0}

    Turn the whole behavior on or off.

    Freeze {0} axis: {1}

    Lock movement on one or both axes.

    Set ignore input to {0}

    Block all character input without stopping physics.

    Set on ceiling to {0}

    Force the character to be treated as touching a ceiling this tick. Use with moving platforms or ceiling colliders where Physics contact alone is unreliable.

    Set on floor to {0}

    Force the character to be treated as grounded this tick. Use with moving platforms where Physics contact alone is unreliable.

    Set vector to ({0}, {1})

    Set horizontal and vertical speed in px/s.

    Set vector X to {0}

    Directly set the horizontal Physics velocity (px/s).

    Set vector Y to {0}

    Directly set the vertical Physics velocity (px/s).

    Simulate {0}

    Simulate one of the movement controls being held down.

    Stop

    Instantly stop all movement.

Conditions

  • Conditions

    Can jump

    True when a jump is possible right now (on ground, in coyote window, or has jumps left).

    Speed {0} {1}

    Compare the character's current speed to a value.

    Vector X {0} {1}

    Compare the current X velocity component against a value.

    Vector Y {0} {1}

    Compare the current Y velocity component against a value. Positive = downward.

    Is {0} enabled

    True if the chosen ability is currently on. Use to show unlock icons in an ability upgrade UI.

    Animation mode is {0}

    True when the animation state matches the selected option. Use to drive sprite animation switching without tracking state manually.

    Is {0} axis frozen

    True if the chosen axis is currently locked. Use to check whether a stasis or freeze effect is still active.

    Is driven moving

    True while a driven move (e.g. dash or knockback) is in progress. Use to lock out other actions until it finishes.

    Is enabled

    Check if the behavior is currently active.

    Is facing right

    Check if the character is facing right. Invert for facing left.

    Is falling

    True while the character is moving downward in the air.

    Is ignoring input

    Check if input is currently being ignored.

    Is jumping

    True while the character is moving upward after a jump.

    Is moving

    True whenever the character has any movement.

    Is on ceiling

    True when touching a ceiling. Use to cut upward velocity when the character bumps their head.

    Is on floor

    True when touching the ground.

    Is on wall ({0})

    True when touching the chosen wall side. Use to play a wall-grab or push animation.

    Is wall sliding

    True while sliding down a wall.

    On double jumped

    Triggered when the character uses an extra mid-air jump.

    On facing changed

    Triggered when the character turns around.

    On fallen off

    Triggered when the character walks off a ledge.

    On hit ceiling

    Triggered when the character first makes contact with a ceiling.

    On jumped

    Triggered every time the character jumps.

    On landed

    Triggered when the character touches the ground after being in the air.

    On left wall contact

    Fires when the character leaves a wall without landing. The wall coyote window opens here — use to start a wall-coyote timer indicator.

    On wall jumped

    Triggered when the character jumps off a wall.

  • Expressions

    Acceleration

    Current Acceleration setting (px/s²).

    AirTime

    Seconds the character has been in the air. 0 on the ground.

    AnimMode

    Current animation mode string: "Idle", "Moving", "Jumping", "Falling", "Wall sliding", or "Disabled".

    ContactGrace

    The current contact grace duration in seconds — how long a floor, wall, or ceiling contact must be absent before that state clears.

    Deceleration

    Current Deceleration setting (px/s²).

    FacingDirection

    Current facing as a signed number: -1 = left, 1 = right.

    FloorNormalAngle

    Approximate outward floor surface normal as an angle in degrees (0–360, clockwise from right). 270° on flat ground (normal points straight up). Retains the last valid value while airborne.

    FloorNormalX

    Approximate outward floor surface normal X component. Derived from contact point offsets — accurate for flat and gently sloped surfaces. Retains the last valid value while airborne. 0 before first ground contact.

    FloorNormalY

    Approximate outward floor surface normal Y component. Negative = upward (C3 Y increases downward). -1 on flat ground. Retains the last valid value while airborne.

    Gravity

    Current additional gravity setting (px/s²).

    JumpsRemaining

    How many jumps the character has left before landing.

    JumpStrength

    Current Jump Strength setting.

    MaxFallSpeed

    Current Max Fall Speed setting (px/s).

    MaxSpeed

    Current Max Speed setting (px/s).

    MovingAngle

    The angle the character is moving in degrees.

    Speed

    Current movement speed in px/s (magnitude of velocity vector).

    VectorX

    Current horizontal Physics velocity (px/s). Positive = right.

    VectorY

    Current vertical Physics velocity (px/s). Positive = down.

    WallContactSide

    Side of the most recent wall contact: -1 = left wall, 1 = right wall, 0 = no wall.

    WallCoyoteTimer

    Seconds left in the wall coyote window. Use to show a brief visual cue that a wall jump is still possible.