Sprinting flickers on and off at the empty point because the bar refills a hair at a time
When stamina hits zero and any tiny refill lets the player sprint again, the character stutters and the bar twitches. Here is how to make running out mean something, and a recovery that feels like catching your breath.
Why this works
A bar that refills the instant it leaves empty makes the player tap the button at the edge, and the character twitches. A deliberate gap between empty and usable again turns that edge into a clear, readable pause the player can plan around.
When not to use it
Skip the lockout in fast, forgiving games where running out should only slow you down, or where the sprint is a rare burst. A hard pause there feels like a punishment; let the bar simply refill slowly.
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
- 24 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 "Sprinting flickers on and off at the empty point because the bar refills a hair at a time" (read_entry stamina-exhaustion-lockout) 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