Collision: Difference between revisions

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Different tiles have different collision hitboxes. In respect to the center position of a tee:
Different tiles have different collision hitboxes. In respect to the center position of a tee:
*Standard DDRace tiles (the vast majority of tiles unique to DDRace modes, such as freeze and tele) have a square hitbox of <code>32x32</code> units.
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*Kill [[Special:MyLanguage/Tiles|tiles]] have a square hitbox of <code>50x50</code> units.
*<translate><!--T:9--> Standard DDRace tiles (the vast majority of tiles unique to DDRace modes, such as [[Special:MyLanguage/Freeze|freeze]] and [[Special:MyLanguage/teleporter|tele]]) have a square hitbox of <code>32x32</code> units.</translate>
*Solid [[Special:MyLanguage/Tiles|tiles]] (unhookable, hookable, hookthrough) have a square hitbox of <code>60x60</code> units.
*<translate><!--T:10--> {{TileLink|{{Tile|game|2}}|Death|Kill}} [[Special:MyLanguage/Tiles|tiles]] have a square hitbox of <code>50x50</code> units.</translate>
*Freeze lasers are complicated. Assuming a freeze laser pointing upwards with the source entity at the bottom (which creates a "top" freeze laser at the uppermost tile, 2 full tiles of vertical freeze laser in the middle, and a bottom "source" laser tile.):
*<translate><!--T:11--> Solid [[Special:MyLanguage/Tiles|tiles]] ({{Tile|entities|3}} unhookable, {{Tile|entities|1}} hookable, hookthrough) have a square hitbox of <code>60x60</code> units.</translate>
**From the side, they will freeze a distance of <code>28</code> units left and right from the center.
*<translate><!--T:12--> Freeze lasers are complicated. Assuming a freeze laser pointing upwards with the source entity at the bottom (which creates a "top" freeze laser at the uppermost tile, 2 full tiles of vertical freeze laser in the middle, and a bottom "source" laser tile.):</translate>
**From the top, they have a hitbox radius of units <code>27</code> units upwards from the center.
**<translate><!--T:13--> From the side, they will freeze a distance of <code>28</code> units left and right from the center.</translate>
**From the side, they will freeze a distance of <code>28</code> units downwards from the center.
**<translate><!--T:14--> From the top, they have a hitbox radius of units <code>27</code> units upwards from the center.</translate>
*Stoppers are a little more complicated. Be aware - since stoppers are easily skippable, these hitboxes don't mean much due to the fact that one can easily skip several units through a stopper with speed.
**<translate><!--T:15--> From the side, they will freeze a distance of <code>28</code> units downwards from the center.</translate>
**1-way stoppers (assumed to be pointing upwards) will prevent further downwards motion starting a distance <code>34</code> units upwards from the center but <code>16</code> units leftwards, rightwards, and downwards from the center.
*<translate><!--T:16--> Stoppers are a little more complicated. Be aware - since stoppers are easily skippable, these hitboxes don't mean much due to the fact that one can easily skip several units through a stopper with speed.</translate>
**2-way stoppers (assumed to be pointing up and down) will prevent inwards motion starting a distance <code>34</code> units upwards and downwards from the center but <code>16</code> units left and right from the center.
**<translate><!--T:17--> {{Tile|entities|60}} 1-way stoppers (assumed to be pointing upwards) will prevent further downwards motion starting a distance <code>34</code> units upwards from the center but <code>16</code> units leftwards, rightwards, and downwards from the center.</translate>
**4-way stoppers will prevent inwards motion starting a distance <code>34</code> units in all directions from the center. Keep in mind that the hitbox is "+" shaped rather than square shaped.
**<translate><!--T:18--> {{Tile|entities|61}} 2-way stoppers (assumed to be pointing up and down) will prevent inwards motion starting a distance <code>34</code> units upwards and downwards from the center but <code>16</code> units left and right from the center.</translate>
**Tees can dash through [[Special:MyLanguage/Stoppers|stoppers]] with [[Special:MyLanguage/Ninja|Ninja]]
**<translate><!--T:19--> {{Tile|entities|62}} 4-way stoppers will prevent inwards motion starting a distance <code>34</code> units in all directions from the center. Keep in mind that the hitbox is "+" shaped rather than square shaped.</translate>
*Doors are handled internally the same as stoppers, so are skippable the same way with speed.
**<translate><!--T:20--> Tees can dash through [[Special:MyLanguage/Stoppers|stoppers]] with {{Ninja}}</translate>
*<translate><!--T:21--> Doors are handled internally the same as stoppers, so are skippable the same way with speed.</translate>
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==Tee Collision== <!--T:5-->
==Tee Collision== <!--T:5-->