Throwing
Verified against the spelunky.ai port v0.1.10 on .
Throwing in Spelunky Classic sends what the player holds flying at 8 pixels per step; a thrown item moving fast enough hurts the monster it hits.
Anything the player can pick up he can throw: a Rock, a Jar, a Skull, a Damsel, the Golden Idol, a stunned monster. It's a way to hit something out of the Whip's reach without a gun. A thrown item flies on its own rules, bouncing and sliding, and hurts whatever monster it meets while it's moving fast.
How it works
#Picking up
#With empty hands, holding down and pressing the attack key picks up the item at the player's feet, unless it's stuck in a block, or, if no item is there, a monster that's stunned or dead [1] [2]. Of several close together, the one nearest him is taken, which isn't always the one under him [3] [4]. A held item stays in front of him, lower when he crouches [5].
Throwing
#Pressing the attack key with something in hand uses it: a weapon fires, a Bomb is lit (the next press throws it), the Rope is thrown up, and anything else is thrown [6] [7]. A weapon is only thrown while the player crouches, low and straight ahead [8]. A throw [9]:
- sends the item forward at 8 pixels per step, or 4 pixels per step if it's heavy, on top of the player's own speed, and up at 3 pixels per step, or 2 if it's heavy;
- with up held, throws it up at 9 pixels per step instead (4 if heavy), a higher arc at the same speed across;
- with down held, on the ground, sends it skidding along the floor at 0.6 of the speed, and in the air throws it down at 3 pixels per step;
- against a wall at head height, throws it flat, a pixel per step faster;
- makes it safe for 10 steps: it can't hurt the player in that time [10].
Heavy things include every monster [11], a Damsel [12], the Golden Idol [13], Crates [14] and Chests, the Lamp, the Jetpack and dice. A thrown Damsel yells and tumbles, helpless for a time [15]. The Pitcher's Mitt throws 6 pixels per step faster and nearly flat, with less gravity (for a step, for most items: Quirks) [16].
The clip shows three throws of a Rock: ahead, which lands about seven blocks away; with up held, which flies higher and bounces back off the wall; and with down held, which skids a short way along the floor [17].
In flight
#This is the code most items share (oItem's step); a Jar, a Skull and a die have steps of
their own, with their own rules, which their pages describe. A Jar, for one, breaks on whatever it hits, and
only stuns a Caveman, Mantrap, Yeti, Hawkman or Shopkeeper without taking a hit point
[18].
A thrown item falls with a gravity of 0.6 pixels per step, each step, to at most 8 pixels per step. It bounces off the floor at a fraction of its speed and slows as it slides, bounces back off walls at half its speed, and off ceilings at most of it [19]. Each item sets how much it bounces and slides: half its speed and 0.3 of it, unless its own create event says otherwise [20]. An item more than 16 pixels outside the view stops where it is, and flies on when the view comes back to it [3] [21].
Hitting monsters
#While a thrown item moves faster than 2 pixels per step, across or up or down, a monster it touches loses 1 hit point and is pushed along at 0.3 of its speed; the item flies on [22]. Some monsters take it their own way:
- A Caveman, Mantrap, Vampire, Yeti or Hawkman is stunned too, and isn't hurt again while it's stunned [23].
- A Shopkeeper turns on the player, and isn't hurt again while he's stunned or dead [24].
- A Giant Spider can't be hurt again for 10 steps, a Tomb Lord for 20, and the Alien Boss while it shows its hurt [25].
- A UFO explodes [26].
- A Magma Man, and a monster that's invincible, isn't hurt [27].
Other monsters have no pause between hits, so an item that stays inside a big one hurts it on every step it's there: a Rock thrown at the Yeti King takes 9 of its 30 hit points [28] [29]. An Arrow breaks on the first monster it hurts, and takes 3 more from a Vampire that isn't stunned [30] [31]. A thrown item hits a Damsel the same way, knocking her down, and angers the Shopkeeper if she's for sale [32].
A stunned monster thrown, or knocked flying, does the same to the monsters it touches while it moves faster than 2 pixels per step [33].
Hitting the player
#Of the things the player throws, only a Rock and an Arrow can hurt him, a Bomb's explosion aside, once they're no longer safe: a Rock moving faster than 4 pixels per step across takes 2 hearts, and an Arrow faster than 3 takes 2 hearts, each stunning him (Damage and stun) [34]. With the Pitcher's Mitt and empty hands he catches a Rock instead.
Numbers
#| Speed | ||
|---|---|---|
| Forward, plus the player's speed | 8 pixels per step (4 heavy) | [35] |
| Upward | 3 pixels per step (2 heavy) | [36] |
| Upward, with up held | 9 pixels per step (4 heavy) | [37] |
| With down held, on the ground | 0.6 of the speed forward, 0.5 down | [38] |
| With down held, in the air | 3 down | [39] |
| With the Pitcher's Mitt | 6 more forward, 0.4 up | [16] |
| Gravity on a thrown item, each step | 0.6 | [40] [41] |
| Fastest fall | 8 | [42] |
| Slowest that hurts a monster | Faster than 2 | [43] |
| Safe for the player after the throw | 10 steps | [44] |
Examples
#- Three throws of a Rock: ahead, up and down [17].
- A Rock at a Snake from a ledge kills it [45], and so does a Jar [46].
- A Rock in the Yeti King hurts it on every step it stays inside [29].
Quirks
#- A thrown item hurts the nearest monster, not the one it hit: with two close together, the other can take the hit [3] [47].
- Picking up takes the nearest item or monster, not the one at the player's feet [3].
- Items freeze outside the view, in mid-air if that's where they are [3].
- The Pitcher's Mitt's light gravity lasts one step for most items, but a Jar, a Skull or a die keeps it [3]; and its catch holds every Rock, not only one the player threw [3].
FAQ
#- How do you pick things up and throw them in Spelunky Classic?
Hold down and press the attack key over an item to pick it up; press attack again to throw it. Holding up throws it higher, and holding down sets it skidding along the floor. A weapon is only thrown while crouching.
- How much damage does a thrown item do in Spelunky Classic?
1 hit point, for as long as it moves faster than 2 pixels per step, which kills most small monsters. A Caveman, a Yeti and a few others are stunned by it as well. A Jar has its own rules: it breaks on the hit, and only stuns those.
- Can you hurt yourself with a thrown item in Spelunky Classic?
Only with a Rock or an Arrow, and only after its first 10 steps: a Rock moving faster than 4 pixels per step across takes 2 hearts and stuns the player, and an Arrow faster than 3 takes 2 hearts.
- Can you throw enemies in Spelunky Classic?
Yes, once they're stunned or dead. The player picks one up as he would an item and throws it, and a stunned monster thrown into another hurts it as a thrown item does.
Gallery
#See also
#References
#objects/oPlayer1/step.gml:1203-1214objects/oPlayer1/step.gml:1300-1310- Quirk 1 (docs/quirks.md)
- Replay
fidelity/replays/action-pickup-nearest-enemy.txt objects/oItem/step.gml:37-68objects/oPlayer1/step.gml:1313-1318scripts/scrUseItem.gml:24-35scripts/scrUseItem.gml:121-145scripts/scrUseItem.gml:595-681objects/oItem/alarm_2.gml:1objects/oEnemy/create.gml:15objects/oDamsel/create.gml:11objects/oGoldIdol/create.gml:7objects/oCrate/create.gml:7scripts/scrUseItem.gml:597-603scripts/scrUseItem.gml:667-676- Clip throwing/rock
objects/oJar/step.gml:106-147objects/oItem/step.gml:69-158objects/oItem/create.gml:20-21- Replay
fidelity/replays/item-seed-49-rock-off-view.txt objects/oItem/step.gml:256-350objects/oItem/step.gml:270-288objects/oItem/step.gml:289-298objects/oItem/step.gml:300-330objects/oItem/step.gml:331-340objects/oItem/step.gml:261objects/oItem/step.gml:341-348- Clip yeti-king/thrown-rock
objects/oItem/step.gml:265-266objects/oItem/step.gml:358-361objects/oItem/step.gml:365-398objects/oEnemy/step.gml:169-262objects/oPlayer1/step.gml:1513-1563scripts/scrUseItem.gml:609-626scripts/scrUseItem.gml:628-629scripts/scrUseItem.gml:631-635scripts/scrUseItem.gml:637-644scripts/scrUseItem.gml:645objects/oItem/step.gml:84objects/oItem/step.gml:169objects/oItem/step.gml:85objects/oItem/step.gml:256scripts/scrUseItem.gml:606-607- Replay
fidelity/replays/action-throw-rock-snake.txt - Replay
fidelity/replays/action-throw-jar-snake.txt - Replay
fidelity/replays/action-throw-rock-nearest-enemy.txt objects/oItem/step.gml:320-330objects/oItem/step.gml:256-348objects/oItem/step.gml:365-396objects/oItem/step.gml:300-309objects/oItem/step.gml:256-344objects/oItem/step.gml:310-319objects/oItem/step.gml:256-288
Source code
objects/oPlayer1/step.gmlscripts/scrUseItem.gmlobjects/oItem/step.gmlobjects/oItem/create.gmlobjects/oItem/alarm_2.gmlobjects/oEnemy/step.gml
What links here
#- Alien
- Alien Boss
- Arrow
- Arrow Trap
- Bat
- Bomb
- Bow
- Caveman
- Chest
- Crate
- Damage and stun
- Damsel
- Dead Fish
- Fire Frog
- Frog
- General Store
- Ghost
- Giant Spider
- Hawkman
- Jar
- Magma Man
- Mantrap
- Megamouth
- Monkey
- Olmec
- Paste
- Piranha
- Pitcher's Mitt
- Rock
- Rope
- Scarab
- Shopkeeper
- Skeleton
- Skull
- Snake
- Spear Trap
- Spider
- Stomping
- The Ice Caves
- The Mines
- Tomb Lord
- UFO
- Vampire
- Weapon Shop
- Web
- Yeti
- Yeti King
- Zombie