Spielerando

A player hit from behind staggers forward, but the animation shows a flinch backwards

A good hit reaction depends on where the blow came from compared to where the character looks. With the wrong test the reaction is mirrored, picks the wrong side exactly at the corners, or restarts at full strength with every hit in a flurry. Here is the choice and a way to let hits pile up gently.

Why this works

The right flinch depends on where the blow came from relative to where the character faces, so the angle between them picks the side. Sectors that are open at one end leave no gaps or double answers, and letting strength climb toward a ceiling makes a flurry build rather than reset.

When not to use it

Wrong for tough enemies or bosses that should ignore hits, and for fast games where a long flinch would take away control. There, use only a flash or a sound, and keep the body moving.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 19 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "A player hit from behind staggers forward, but the animation shows a flinch backwards" (read_entry pick-the-hit-reaction-by-the-side-the-blow-came-from) 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