Edge jump/zh: Difference between revisions

From DDraceNetwork
FightFire (talk | contribs)
mNo edit summary
FuzzyBot (talk | contribs)
Updating to match new version of source page
Line 1: Line 1:
{{DISPLAYTITLE:边缘跳}}
<languages/>
{{LangNavBox}}
<div lang="en" dir="ltr" class="mw-content-ltr">
'''边缘跳'''指一种在墙体边缘上进行跳跃操作的技巧,而使用这项技巧时,通常墙体正上方会存在冻结区域,传送区域或即死区域等。
Edge jump refers to the act of jumping to or from the edge of a block that contains usually freeze, teleport, or a kill tile. Edging these tiles is made possible because the hitbox of them is smaller than their visual appearance. The tee can go up to halfway into the freeze visually before they are considered in that tile. Kill tiles have a larger hit box, so edging them is much more difficult. See [[Special:MyLanguage/Collision|Collision]] for more info on hitboxes.
</div>


冻结区域等的实际判定范围比看上去要小一些,这使得玩家可以在某一特定位置站在墙体上方且不与墙体上方的各种区域发生交互行为。极限情况下,在视觉上玩家可能有一半的身形都进入到了冻结等区域内但并未发生交互。


即死区域拥有更大的判定范围,想站在即死区域附近的边缘上会变得更加困难。
<div lang="en" dir="ltr" class="mw-content-ltr">
== Single and double freeze edge jump ==
</div>


更多有关判定范围的信息,请参考[[Collision/zh|碰撞]]。
<div lang="en" dir="ltr" class="mw-content-ltr">
Going to the other side of a one-tile and two-tile freeze block are easily doable with enough practice. Simply jump, and on the way down go in the direction of the other edge. Practice should make perfect here.
</div>


== 单格与双格冻结边缘跳 ==
随着玩家进行大量的练习,想要实行单格或双格冻结边缘跳还是比较轻松的。


首先在边缘处跳起来,之后在下降到某一位置时候按住方向键,即可跳跃到另一侧的边缘处。
<div lang="en" dir="ltr" class="mw-content-ltr">
== Triple freeze edge jump ==
</div>


玩家经过大量练习后可以完美地掌握单格与双格冻结边缘跳移动的时机。
<div lang="en" dir="ltr" class="mw-content-ltr">
Going to the other side of a three-tile freeze block is inconsistent if you don't know what you're doing. Successfully going to the other side of the edge is only made possible when on specific x-coordinates - which also makes it possible to go to the other side 100% of the time, assuming you are on the correct spot. To check your coordinates, press <code>Ctrl</code> <code>+</code> <code>Shift</code ><code>+</code> <code>D</code>. The coordinates are on the right hand side of the screen - only the decimal place of the x-coordinate is useful in this case.
</div>


== 三格冻结边缘跳 ==
<div lang="en" dir="ltr" class="mw-content-ltr">
如果想要类似于单格或双格冻结边缘跳的方法实行三格冻结边缘跳,那么该技巧会变得很不稳定。
The x-coordinates are as such:
 
</div>
但如果玩家站在边缘上时位于特定的 x 坐标,那么就可以几乎100%触发该项技巧。
 
按下{{key press|ctrl|shift|D}}来开启调试参数,此时玩家的实际坐标将显示在屏幕右上方。进行边缘跳时应当格外注意 x 坐标小数点后面的数值。
* 在DDNet 16.2版本后,玩家可以在设置里开启玩家坐标显示,即可在不用开启调试参数的情况下看到玩家所处的实际坐标位置。
 
特定的 x 坐标小数点后的数值如下:


<div lang="en" dir="ltr" class="mw-content-ltr">
{| class="wikitable"
{| class="wikitable"
</div>


!前进方向
<div lang="en" dir="ltr" class="mw-content-ltr">
!Direction
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
|-
|-
</div>


|向右
<div lang="en" dir="ltr" class="mw-content-ltr">
|Going to the right
</div>


|.63
<div lang="en" dir="ltr" class="mw-content-ltr">
|.62
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
|.66
|.66
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
|.81
|.81
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
|-
|-
</div>


|向左
<div lang="en" dir="ltr" class="mw-content-ltr">
|Going to the left
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
|.34
|.34
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
|.31
|.31
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
|.16
|.16
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
|}
|}
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
Once you are on the right coordinates, you can either tap jump and the direction at the same time (which may be inconsistent), or make it guaranteed by using binds:
</div>


当玩家位于以上特定坐标点时,玩家只需要同时按住跳跃键与前进方向键即可完成三格边缘冻结跳。但偶然情况下,两个按键不一定会被同时触发,因此为保证两个动作可以被同步执行,玩家可以进行以下绑定:
<div lang="en" dir="ltr" class="mw-content-ltr">
bind x "+jump, +right"
</div> 


bind x "+jump; +right"
<div lang="en" dir="ltr" class="mw-content-ltr">
== Misc Techniques ==
</div>


== 进阶技巧 ==


=== 自动边缘跳 ===
<div lang="en" dir="ltr" class="mw-content-ltr">
当玩家使用二段跳跃后即将抵达一处边缘时,可以快速松开并再次按下跳跃键,玩家便有可能在接触边缘后立即进行一次跳跃。
=== Auto edge jump ===
</div>


《Toe Taps》便是一张围绕这个机制而设计的地图。
<div lang="en" dir="ltr" class="mw-content-ltr">
When using double jump against an edge and quickly holding the jump button down again, it is possible to automatically jump off of it right when you reach it. An example of a map that is designed around this mechanic is Toe Taps.
</div>

Revision as of 19:01, 11 February 2023

Edge jump refers to the act of jumping to or from the edge of a block that contains usually freeze, teleport, or a kill tile. Edging these tiles is made possible because the hitbox of them is smaller than their visual appearance. The tee can go up to halfway into the freeze visually before they are considered in that tile. Kill tiles have a larger hit box, so edging them is much more difficult. See Collision for more info on hitboxes.


Single and double freeze edge jump

Going to the other side of a one-tile and two-tile freeze block are easily doable with enough practice. Simply jump, and on the way down go in the direction of the other edge. Practice should make perfect here.


Triple freeze edge jump

Going to the other side of a three-tile freeze block is inconsistent if you don't know what you're doing. Successfully going to the other side of the edge is only made possible when on specific x-coordinates - which also makes it possible to go to the other side 100% of the time, assuming you are on the correct spot. To check your coordinates, press Ctrl + Shift+ D. The coordinates are on the right hand side of the screen - only the decimal place of the x-coordinate is useful in this case.

The x-coordinates are as such:

Direction
Going to the right
.62
.66
.81
Going to the left
.34
.31
.16

Once you are on the right coordinates, you can either tap jump and the direction at the same time (which may be inconsistent), or make it guaranteed by using binds:

bind x "+jump, +right"

Misc Techniques


Auto edge jump

When using double jump against an edge and quickly holding the jump button down again, it is possible to automatically jump off of it right when you reach it. An example of a map that is designed around this mechanic is Toe Taps.