Check that every jump in a level the AI built can really be made
An AI places platforms by eye, and some gaps are wider or higher than the hero can ever jump, so the level cannot be finished. This entry works out the real reach of a jump from the hero's speed and gravity and lists every step that is out of reach.
Why this works
A jump follows the same arc every time, so how far and how high it can go can be worked out in advance instead of tested by hand. Leaving some slack for human error turns a possible jump into a fair one.
When not to use it
Skip it for levels with moving platforms, ropes, wall jumps or other ways across, where the listed order is not the only route. A person playing the level once will find those gaps faster than any list of neighbours.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 30 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Check that every jump in a level the AI built can really be made" (read_entry action-unbeatable-gap-check) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP