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| The game world is a rectangular, two-dimensional grid of tiles. | | <translate> |
| | <!--T:1--> |
| | The '''''game world''''' is a rectangular, two-dimensional grid of tiles. Tees can interact with each other and the world through collisions, weapons, switches, and more. |
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| Imagine each tile being made up of a matrix of smaller, sub-squares. Each of these sub-squares represents a single, unique position that a tee can occupy at any given time, with one sub-square representing a possible center of a tee's position.
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| * One tile in the world has a width and height of 32 units. (This means a tee can occupy a total of 1024 unique positions inside a single tile.)
| | == Border Tiles == <!--T:2--> |
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| == Tile Collision ==
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| Different tiles have different collision hitboxes. In respect to the center position of a tee:
| | If [[Special:MyLanguage/tiles|tiles]] are placed on the border of a [[Special:MyLanguage/map|map]], they will repeat infinitely in the game world. Example: A tile placed at <code>X: 0, Y: 4</code> results in tiles repeating infinitely to the left. |
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| * 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 tiles have a square hitbox of <code>50x50</code> units.
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| * Solid tiles (unhookable, hookable, hookthrough) have a square hitbox of <code>60x60</code> units.
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| * Freeze lasers are complicated. Assuming a freeze laser pointing upwards with the source entity at the bottom:
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| **From the side, they will freeze a distance of <code>28</code> units left and right from the center.
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| **From the top, they have a hitbox radius of units <code>27</code> units from the center.
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| *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.
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| **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.
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| **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.
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| **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.
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| == Tee Collision == | | == Killbox == <!--T:4--> |
| Tees colliding with other tees as circles with diameter of 28 units, making it one unit smaller than tee with tile collision. Although tees already interact if they come as close as 35 units. Tees gain speed in the opposite direction of the interaction point. The amount of speed gained depends on the distance between the two tees during the collision (the farther away the less speed gained) and the angle at which they bump into each other (when moving directly into the direction of the other tee the most speed is added). [[Hook#Weak hook .2F strong hook|Strong and weak]] also play a role with strong tees bumping a bit more than tees with weak.
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| == Border Tiles ==
| | <!--T:5--> |
| If [[tiles]] are placed on the border of a [[map]], they will repeat infinitely in the game world. Example: A tile placed at <code>X: 0, Y: 4</code> results in tiles repeating infinitely to the left.
| | The game world is contained within a killbox, which starts 200 tiles past the border in each cardinal direction. The killbox is made up of [[Special:MyLanguage/Death|kill]] tiles, but are unique in the sense that they share the standard DDRace tile [[Special:MyLanguage/Collision|hitbox]] rather than a kill tile hitbox. Any projectiles (grenades, bullets) will have their lifetimes ended upon impact with the killbox. This allows one to {{Grenade}} jump using the killbox as a "wall". |
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| == Killbox ==
| | <!--T:6--> |
| The game world is contained within a killbox, which starts 200 tiles past the border in each cardinal direction. The killbox is made up of kill tiles, but are unique in the sense that they share the standard DDRace tile hitbox rather than a kill tile hitbox.
| | Border tiles take precedence but will not overwrite killbox tiles. |
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| Border tiles take precedence but will not overwrite killbox tiles.
| | <!--T:7--> |
| | Although it may seem possible to skip past the killbox with a [[Special:MyLanguage/Telegun|tele laser]], any tees past the killbox border will automatically be killed, even if they are positioned past the visual killbox. |
| | </translate> |
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| Although it may seem possible to skip past the killbox with
| | [[Category:Game-Mechanic{{#translation:}}]] |
| [[Category:Game-Mechanic]] | | [[Category:World{{#translation:}}]] |
| [[Category:World]] | |
The game world is a rectangular, two-dimensional grid of tiles. Tees can interact with each other and the world through collisions, weapons, switches, and more.
Border Tiles
If tiles are placed on the border of a map, they will repeat infinitely in the game world. Example: A tile placed at X: 0, Y: 4
results in tiles repeating infinitely to the left.
Killbox
The game world is contained within a killbox, which starts 200 tiles past the border in each cardinal direction. The killbox is made up of kill tiles, but are unique in the sense that they share the standard DDRace tile hitbox rather than a kill tile hitbox. Any projectiles (grenades, bullets) will have their lifetimes ended upon impact with the killbox. This allows one to Grenade jump using the killbox as a "wall".
Border tiles take precedence but will not overwrite killbox tiles.
Although it may seem possible to skip past the killbox with a tele laser, any tees past the killbox border will automatically be killed, even if they are positioned past the visual killbox.