{"schemaVersion":1,"record":{"key":"mechanic/phone-haptics--family-combat","type":"mechanic","id":"phone-haptics--family-combat","lang":"en","title":"Combat, action and sports","summary":"An impact can be confirmed with a brief pulse. The HapticBounce sample links haptic strength to the ball’s collision speed at a boundary.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-combat/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-combat.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-combat.md","aliases":[],"tags":["Phone haptics","Mechanics catalog"],"sourceIds":["source-9d42f9812f951dea"],"sources":[{"id":"source-9d42f9812f951dea","title":"HapticBounce (Apple sample)","url":"https://developer.apple.com/videos/play/wwdc2019/520/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Combat events can be sensed and precursors can be used to make decisions."},{"id":"variants","title":"Variants","body":"### Variants and applications\n\n<a id=\"family-combat-variants\"></a>\n\n- Own shot. Role: Feedback. Features: Rich tactility. Input: touch. Rule: The short kick is synchronized with the shot; envelope and series distinguish between weapon types. Application: Shooter, shooting gallery, arcade combat. Limitations: Vibration simulates the feeling of an event and does not reproduce the directional recoil of a weapon. <a id=\"variant-h041\"></a>\n- Hitting the enemy. Role: Feedback. Features: Basic impulses. Input: status. Rule: The impulse occurs only with a confirmed hit, and a critical hit has a different pattern. Application: Shooter, slasher, sports hit. Limitations: Separate this signal from your own shot and incoming damage. <a id=\"variant-h042\"></a>\n- Taking damage. Role: Feedback. Features: Basic impulses. Input: status. Rule: A short episode announces a hit to a character; heavy damage is indicated separately. Application: Action, platformer, survival. Limitations: The strength of the feedback should not mask the following important signals. <a id=\"variant-h043\"></a>\n- Block and parry. Role: Mechanics. Features: Basic impulses. Input: touch. Rule: Harbinger denotes a window of defense, and the result differs in the pattern of a successful parry or a simple block. Application: Fencing, boss fight. Limitations: The response of the result complements the mechanics; the solution is provided by an early signal. <a id=\"variant-h044\"></a>\n- Evading an invisible attack. Role: Mechanics. Features: Basic impulses. Input: swipe. Rule: A distinguishable preparatory rhythm indicates the type of attack; the player selects the desired dodge. Application: Fight in the dark, available action mode. Limitations: You need a small learnable dictionary of attacks, and not dozens of similar codes. <a id=\"variant-h045\"></a>\n- Recharge and readiness. Role: Mechanics. Features: Basic impulses. Input: touch. Rule: Recharging stages are marked by pulses; precise action on the final signal gives a bonus. Application: Active cooldown, skill charge. Limitations: Normal readiness can be pure feedback without a mandatory reaction. <a id=\"variant-h046\"></a>\n- Tactile rhythm combo. Role: Mechanics. Features: Basic impulses. Input: touch. Rule: The pattern sets the next strike window; a sustained sequence prolongs the combo. Application: Hand-to-hand combat, musical action. Limitations: Match the rhythm with the animation and movement cancellation rules. <a id=\"variant-h047\"></a>\n- Contact, landing, collision. Role: Feedback. Features: Rich tactility. Input: status. Rule: A short hit corresponds to the moment of contact and the relative severity of the collision. Application: Platformer, skateboard, physics arcade. Limitations: Many small contacts should be combined, otherwise they turn into a rumble. <a id=\"variant-h048\"></a>\n- Resource shortage. Role: Mechanics. Features: Basic impulses. Input: status. Rule: A rare characteristic signal indicates a critical supply of health, oxygen or stamina; the player changes tactics. Application: Survival, underwater combat, running. Limitations: Do not turn all the time of low health into continuous vibration. <a id=\"variant-h049\"></a>\n- A moment of sporting contact. Role: Mechanics. Features: Basic impulses. Input: touch, sensors. Rule: The pre-signal helps to select the moment of the swing, and the contact impulse confirms the result. Application: Baseball, tennis, golf in the game. Limitations: The strength of the actual swing cannot be reliably obtained from the fact of vibration alone. <a id=\"variant-h050\"></a>"},{"id":"context","title":"Context and limits","body":"Author's systematization: 160 cards in 16 groups. These are mechanics, feedback techniques, applications and experimental extensions, not 160 independent physical effects. Design examples are hypothetical, not statements about the released games that used them."}],"relations":[],"placements":[{"catalogId":"phone-haptics","id":"family-combat","title":"Phone haptics","url":"https://gamemechanics.pro/en/mechanics/phone-haptics/#family-combat","categoryIds":["section-1"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Combat, action and sports","description":"An impact can be confirmed with a brief pulse. The HapticBounce sample links haptic strength to the ball’s collision speed at a boundary.","image":{"src":"images/mechanics/haptic-apple-bounce-965.webp","width":640,"height":360,"crop":{"x":60,"y":20,"width":520,"height":275},"game":"HapticBounce (Apple sample)","sourceUrl":"https://developer.apple.com/videos/play/wwdc2019/520/","originalUrl":"https://devstreaming-cdn.apple.com/videos/wwdc/2019/520gfafwrte8ytre/520/520_sd_introducing_core_haptics.mp4?dl=1","sourceFrameSeconds":965,"credit":"Apple / WWDC 2019","rights":"© Apple. Frame from Introducing Core Haptics, WWDC 2019 session 520. All rights reserved; excluded from MIT and CC BY 4.0.","caption":"HapticBounce: a sample linking a tactile pulse to a collision","alt":"HapticBounce: a sample linking a tactile pulse to a collision","markers":[{"x":20,"y":68,"label":"The ball’s collisions trigger audio and haptic feedback"}]},"tips":["Link feedback to confirmed hits and distinguish attacks, blocks and misses."],"examples":[{"title":"HapticBounce (Apple sample)","url":"https://developer.apple.com/videos/play/wwdc2019/520/"}]}},"endsAt":null,"provenance":"Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/phone-haptics"}}