Time a grappling hook that flies out, pulls you in or returns after a miss
A grappling hook has three stories: it hits and pulls, it misses and comes back, and it hits in the middle of a long frame. Done carelessly the rope ends past the target, the pull starts a moment late, or the miss lasts a different time on each screen. Here is the timing for all three.
Why this works
A move that happens over time must end exactly where it was aimed, whatever the length of the frame. Deciding the target at the shot and stopping the rope there, then using the leftover time for the next part, keeps hit and miss equally honest.
When not to use it
Do not use it if the hook should swing, bend around corners or hit moving targets along the way. Then the target is not fixed at the shot, and you need a rope that is checked for contact every frame.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 60 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 "Time a grappling hook that flies out, pulls you in or returns after a miss" (read_entry grapple-hook-out-hold-pull-and-miss-return) 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