Spielerando

Show where the character will land, or where an enemy's leap ends

Shadows, aiming marks and enemy jumps all need to know the landing point before it happens. The usual guess is off when the ground is higher or lower, or when going up is not the same as coming down. Here is the exact way.

Why this works

A jump is two simple pieces, a rise and a fall, and each can be worked out on its own. Splitting it that way gives the right answer even when going up and coming down are not the same, and says honestly when the target is out of reach.

When not to use it

Skip it when the player can steer a lot in the air, or the wind and other forces keep changing the path. The marker would be wrong most of the time. Then show nothing or only a rough area and let the player judge.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 33 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 "Show where the character will land, or where an enemy's leap ends" (read_entry predict-landing-spot-of-a-jump) 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