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Animation delay: Difference between revisions

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499 bytes added ,  4 March 2020
distinguishing between frames of animation and frames of waiting
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(distinguishing between frames of animation and frames of waiting)
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'''Animation delay''', commonly referred to by its two main subtypes, '''splash delay''' and '''explosion delay''', is a game rule exclusive to [[Lynx ruleset|Lynx]] and [[Chip's Challenge 2]] that causes a splash in [[water]] or an explosion from a [[bomb]] to temporarily behave as an [[acting wall]].
'''Animation delay''', commonly referred to by its two main subtypes, '''splash delay''' and '''explosion delay''', is a game rule in [[Lynx ruleset|Lynx]] and [[Chip's Challenge 2]] that causes a splash in [[water]] or an explosion from a [[bomb]] to temporarily be an [[acting wall]] to the player ([[monster]]s and [[block]]s will erase them if they otherwise can, and attempt to, enter the tile).


In CC2, animation delay always lasts for 5 ticks, or 1.25 moves. In Lynx, animation delay can last for either 10 or 11 ticks - either 2.5 moves or 2.75 moves. The length of the delay is actually dependent on the current [[Odd and even step|step parity]]; if the player starts a level and pushes a [[block]] into water on the first move, the delay will last 11 ticks, but if the player either bumps into a [[wall]] for 1 tick or presses Shift+O to start in even+1 step, the delay will last 10 ticks. The delay will also last for 10 ticks if the level is started in even+3, odd+1, or odd+3 step.
In typical cases, i.e. pushing a block into water or a bomb and then waiting to step on that tile, the first frame of animation happens as soon as the block finishes entering the tile, which is one tick before the player can start pushing against it. For clarity, since the amount of waiting can change based on circumstances, "animation delay" will always refer to the ''animation's duration'' in this article.


Animation delay does not exist in [[MS ruleset|MS]], which is often seen as one of its strengths, as animation delay is usually more of a hindrance than a help, especially splash delay in long block pushing levels such as [[On the Rocks]]. One particularly interesting example of explosion delay can be seen in the level [[Sealed Doors in the Spacecraft]], which features a Lynx-only [[Busted level|bust]] involving a [[Partial posting|partial post]] using an explosion from a bomb. Combined with [[block slapping]], animation delay is one of the things that makes [[optimization]] in Lynx and CC2 such a challenge, sometimes even more so than MS.
In CC2, animation delay always lasts for 6 ticks, or 1.5 [[M/s|moves]]. In Lynx, animation delay can last for either 11 or 12 ticks (2.75 or 3 moves). The length of the delay is actually dependent on the current [[Odd and even step|step parity]]; if the animation begins on an even, even+2, odd, or odd+2 tick (e.g. the player starts a level in even step and pushes a block into water on the first move), the delay will last 12 ticks; otherwise (e.g. the player cleared the resulting dirt as soon as possible and pushes a second block into water immediately after), the delay will last 11 ticks.
 
Animation delay does not exist in [[MS ruleset|MS]], which is often seen as one of its strengths, as animation delay is usually more of a hindrance than a help, especially in long block-pushing levels such as [[On the Rocks]]. One particularly interesting example of explosion delay can be seen in the level [[Sealed Doors in the Spacecraft]], which features a Lynx-only [[Busted level|bust]] involving a [[Partial posting|partial post]] using an explosion from a bomb. Combined with [[block slapping]], animation delay is one of the things that makes [[optimization]] in Lynx and CC2 such a challenge, sometimes even more so than MS.


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