Dino Jump Physics & System Overhaul

Chromium Dino · build 23834914 · published

On SteamNotes only · this build shipped before we watched the app

Physics:

- Set world gravity to 0; the Dino now owns its gravity (BASE_GRAVITY

2600) for a fully predictable, consistent jump arc.

- Raise jump velocity to -1180 and drop the speed penalty that made

faster runs jump lower.

- Space level now adjusts dino gravity directly instead of toggling

world gravity.

Jump feel:

- Real long/short hop via a -820 release cutoff (short tap still clears

small cacti, full hold reaches the tall arc).

- Longer coyote/buffer windows (110/150ms).

- Speed-drop kills upward momentum and pulls down at 2.2x gravity so a

jump can be cut short and chained into a duck/jump.

Obstacles:

- Widen gap coefficients (Easy 1.0->1.4, Medium 0.6->1.0, Hard

0.45->0.8) and add a hard minimum-spacing floor so obstacles can never

spawn unjumpably close at high speed.

- Spawn flying obstacles in two clear duck/run bands.

- Remove the 3-wide cactus wall from Easy mode.

Hitboxes:

- Tighten the dino body and trim obstacle hitboxes more horizontally

than vertically to remove unfair corner-clip deaths.

Power-ups:

- Spawn power-ups in a high band above cactus height so grabbing one

(e.g. slow-motion) no longer drops the player onto an obstacle.

Pause:

- Add a "Quit to Menu" button (EN + zh-hans) wired to keyboard, gamepad

cancel, and click, which cleanly tears down the scene.