Workshop › Mario-style Platformer › Step 17 of 37

A few frames of grace

What we are doing

Run toward a ledge and press jump at the very edge: very often the player has just stepped off, a frame or two too late, and the game says no. The fix is coyote time: a counter that is full while grounded and runs down for a few frames after leaving the ground.

```js
const COYOTE = 6 // frames you can still jump after running off a ledge

let coyote

  coyote = 0

  coyote = player.grounded ? COYOTE : Math.max(0, coyote - 1)
```

What it means

Your turn

  1. Under CUT write COYOTE; above const keys = {} write let coyote.
  2. In loadLevel, after the forEach block's }), write coyote = 0.
  3. At the end of updatePlayer, under moveY(player), write the coyote line.

Skills: Game states

All steps

  1. The sky
  2. A level made of text
  3. Draw the tiles
  4. What is solid?
  5. Is a box touching anything?
  6. Find the start
  7. Draw the player
  8. Gravity
  9. Landing on tiles
  10. Which keys are held?
  11. Speed up
  12. Friction
  13. Walls
  14. Jump
  15. Bump your head
  16. Short hops
  17. A few frames of grace
  18. Coyote time
  19. A camera that follows
  20. Stop at the ends
  21. Draw only what is on screen
  22. Coins
  23. Collect them
  24. Count, and screen versus world
  25. Enemies
  26. Enemies that walk
  27. Do not walk off ledges
  28. Lives and a fresh start
  29. Falling into a pit
  30. Enemies hurt
  31. Stomp!
  32. Squashed enemies are gone
  33. Game over
  34. Play again
  35. The flag
  36. Reach the flag
  37. Build it yourself: jump buffering