CharacterState

interface CharacterState
simulation/src/character.ts:31

Members

airTicksreadonly

airTicks: number

Ticks since the feet last had support; zero while grounded. A jump closes the coyote window by setting it past coyoteTicks at once, so the window is for the player who walked off an edge, not a second jump.

canFlyreadonly

canFly: boolean

crouchedreadonly

crouched: boolean

flyingreadonly

flying: boolean

groundedreadonly

grounded: boolean

headingreadonly

heading: number

Applied yaw; orientation transports this heading continuously over poles.

inputreadonly

jumpBufferreadonly

jumpBuffer: number

Ticks a jump pressed in the air stays armed for the landing; zero when none.

jumpHeldreadonly

jumpHeld: boolean

The last consumed jump edge, retained through saves.

vesselreadonly

vessel: EntityId | null

The ship this walker stepped out of, and steps back into.

Canonical because nothing regenerates it: with two ships landed side by side, entity order names the wrong one as often as the right one, and a reload is exactly when the choice has to survive. Null for a walker that came from nowhere — a test's spawn, or a save that carried none.