Landing half on a haystack and half on stone: how much does it hurt?
Soft landings are a great survival trick, but bodies are wider than one block. Check only the spot under the middle and a player on the very edge of a hay bale is saved or hurt for no visible reason. Here is how to weigh what the feet actually touch.
Why this works
A body has width, so a landing is not decided by one point. Weighing each surface by how much of the feet rests on it gives a result that changes smoothly with position, so two nearly identical landings never end in very different harm.
When not to use it
Skip it in a game with a coarse grid where the character always stands in exactly one cell. Weighing overlaps adds work and nobody sees the difference, so one simple lookup is better.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 21 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Landing half on a haystack and half on stone: how much does it hurt?" (read_entry landing-between-soft-and-hard-blocks) 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