Traffic light
The state of jumping, falling and moving will not end normally.
By 2917
This is a "state delay" as the core of the 2D Horizontal version of the jump puzzle game. Here, it is not your keys that are delayed, but the motion state of the character itself. When a character begins to move flat, jump, or fall, these states do not end immediately under normal physical conditions as in a normal platform game. When leaving the platform, the character may still maintain the original plane movement state; after the jump is blocked, it may also continue to maintain the current height; once it enters the fall, the falling state can also be retained. Players need to take advantage of these "untimely persistence" states to pass through the level and decide when they should end. A/ D: Move around Spaces: Jumping S: End the character's own delay state W: END DELAY STATE ON BOMB R key to reopen Bombs also follow the same delay rules. The status of the character and the bomb can be maintained separately, or they can be actively ended at different times. Therefore, the key to solving puzzles is not to acquire more and more new abilities, but to understand the same set of rules: What is going on now? What will happen if it is not allowed to end for a while? At what moment should it be restored to normal? Moving, jumping, falling and bombs can thus be combined with each other. The cliff originally meant to fall can be directly crossed because the plane movement is still continuing; it was originally just an ordinary jump, or it may become a new moving path because the jumping state is retained. You're not fighting delay. You're deciding when to let it end.