Flinch (many legs, hurt)

The hurt of the game cycles for many legs: every leg ducks low and spreads, the claws pull in and the eyes shut, back to standing in 0.4 seconds, for a game to play the instant the character takes damage.

A cartoon person and a dog caught mid-flinch, arms pulled in and eyes shut.

Use it in a cartoonOpen it in the block editorThe pack file (JSON)

What it is for

Flinch (many legs, hurt) is the hurt of the nine game cycles, written for the many set: ducking low on spread legs with the claws pulled in and the eyes shut, the same short, 0.4-second reaction every body in the game cycles shares, with every leg, named or numbered up to 16, ducking together.

The principle it shows: slow in and slow out

The duck snaps in fast, 0.08 seconds, then eases back to normal over four times as long, 0.32 seconds, the same asymmetry every reaction in the game cycles uses. All sixteen possible legs move together in that single snap, so the timing alone, not a different pose for each leg, is what has to carry the flinch.

The program, line by line

settings: h = 540, leg = 0.1
when it starts
  look surprised
  glide back left leg 10, back right leg 10, front left leg 10, front right leg 10, leg #4 10, leg #5 10, leg #6 10, leg #7 10, leg #8 10, leg #9 10, leg #10 10, leg #11 10, leg #12 10, leg #13 10, leg #14 10, leg #15 10, left shin 0, right shin 0, dy (0.01*h), left arm 7, right arm -7, left arm lift (0.016*h), right arm lift (0.016*h), blink 1 over 0.08 s (out)
  glide back left leg 0, back right leg 0, front left leg 0, front right leg 0, leg #4 0, leg #5 0, leg #6 0, leg #7 0, leg #8 0, leg #9 0, leg #10 0, leg #11 0, leg #12 0, leg #13 0, leg #14 0, leg #15 0, left shin 0, right shin 0, dy 0, left arm 0, right arm 0, left arm lift (0.03*h), right arm lift (0.03*h), blink 0 over 0.32 s (smooth)
  look normal

Try this

  1. Take 0.3 seconds to flinch back instead of 0.08. The recoil becomes a slow cower rather than a sudden snap.

    In the program: ramp · over 0.08 → 0.3

  2. Pull the left claw in 20 degrees instead of 7. The claw tucks much tighter against the body as the character flinches.

    In the program: ramp · to.part:arm:-1 7 → 20

How it differs from Flinch (hurt) and Cheer (many legs, win)

Flinch (hurt) is the same reaction for the upright set, bending two legs rather than every leg a many-legged body has. Cheer (many legs, win) is the opposite reaction on the same body, claws snapping up rather than pulling in.

Works on

Worked out by the build: it plays the move in the engine on each body and checks what moves on screen. Nobody types this table.
BodyMoves?What moves
2 legs (a person)yeswhole body, body, arms
4 legs (a dog)yeswhole body, front legs, back legs
no legs (the monster with no legs)yeswhole body, arms

c4c:beh:cycle_hurt_many · version 1.0.0 · c4c-free · by Jabbertoon