Stoppers/zh: Difference between revisions

From DDraceNetwork
Darkh (talk | contribs)
Created page with "阻滞器"
 
Darkh (talk | contribs)
Created page with "* 注意:既然阻滞器可以被轻易穿过,尤其是玩家可以在穿过阻滞器的同时保持速度跨越多个单位的距离,阻滞器的碰撞箱显得没什么意义。 ** 单向阻滞器(假定朝上方)会阻滞向下的运动,并且在阻滞器中心上方有<code>34</code>单位的判定范围,而在左右和下方只有<code>16</code>单位的判定范围。 ** 双向阻滞器(假定朝上下方)会阻滞上下方向的运动,并且在..."
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
<languages/>
<languages/>
<div lang="en" dir="ltr" class="mw-content-ltr">
阻滞器({{Tile|entities|60}}/{{Tile|entities|61}}/{{Tile|entities|62}})是DDRace特有的[[Special:MyLanguage/tiles|方块]],它在阻止玩家通过的同时允许其他实体通过。阻滞器有三种类型:分别从单向、双向或者四向阻滞玩家的移动。
Stoppers ({{Tile|entities|60}}/{{Tile|entities|61}}/{{Tile|entities|62}}) are a DDRace-specific [[Special:MyLanguage/tiles|tile]] that prevent tees but not projectiles from passing through. There are three types of stoppers: each halting movement in either one, two, our four directions.
</div>




<div lang="en" dir="ltr" class="mw-content-ltr">
<span id="Collisions_and_Hitboxes"></span>
== Collisions and Hitboxes ==
== 关于碰撞和碰撞箱 ==
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
阻滞器不会采用插值的碰撞检测。正因如此,如果你通过阻滞器的碰撞箱的“时刻”处在两个[[Special:MyLanguage/Ticks|游戏刻]]之间,你将会直接穿过去而不会滞留在阻滞器中。
Stoppers are not collision-checked through interpolation. Thus, if you pass by a stopper's hitbox between two [[Special:MyLanguage/Ticks|ticks]], your position will not be stopped 'between' your two [[Special:MyLanguage/Ticks|tick]] locations.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
这个特性带来了下面这些影响:
This leads to a couple effects:
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
* 如果你运动前一[[Special:MyLanguage/Ticks|游戏刻]]就处在阻滞器中会被滞留。
* Your first [[Special:MyLanguage/Ticks|tick]] inside a stopper will be the position you're stopped at.
* 使用[[Special:MyLanguage/Ninja|武士刀]]可以轻易地越过阻滞器。
* Stoppers can be easily skipped with [[Special:MyLanguage/Ninja|Ninja]].
</div>




<div lang="en" dir="ltr" class="mw-content-ltr">
<span id="Hitboxes"></span>
=== Hitboxes ===
=== 碰撞箱 ===
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
* 注意:既然阻滞器可以被轻易穿过,尤其是玩家可以在穿过阻滞器的同时保持速度跨越多个单位的距离,阻滞器的碰撞箱显得没什么意义。
* 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.
** 单向阻滞器(假定朝上方)会阻滞向下的运动,并且在阻滞器中心上方有<code>34</code>单位的判定范围,而在左右和下方只有<code>16</code>单位的判定范围。
** 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.
** 双向阻滞器(假定朝上下方)会阻滞上下方向的运动,并且在阻滞器中心上下方各有<code>34</code>单位的判定范围,而在左右方只有<code>16</code>单位的判定范围。
** 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.
** 四向阻滞器会阻滞朝向阻滞器中心的运动,并且在阻滞器四个方向均有<code>34</code>单位的判定范围。需要注意的是,碰撞箱是加号“+”形状而不是正方形。
** 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.
</div>
[[Category:Game-Mechanic{{#translation:}}]]
[[Category:Game-Mechanic{{#translation:}}]]

Latest revision as of 14:59, 28 July 2023

阻滞器(//)是DDRace特有的方块,它在阻止玩家通过的同时允许其他实体通过。阻滞器有三种类型:分别从单向、双向或者四向阻滞玩家的移动。


关于碰撞和碰撞箱

阻滞器不会采用插值的碰撞检测。正因如此,如果你通过阻滞器的碰撞箱的“时刻”处在两个游戏刻之间,你将会直接穿过去而不会滞留在阻滞器中。

这个特性带来了下面这些影响:

  • 如果你运动前一游戏刻就处在阻滞器中会被滞留。
  • 使用武士刀可以轻易地越过阻滞器。


碰撞箱

  • 注意:既然阻滞器可以被轻易穿过,尤其是玩家可以在穿过阻滞器的同时保持速度跨越多个单位的距离,阻滞器的碰撞箱显得没什么意义。
    • 单向阻滞器(假定朝上方)会阻滞向下的运动,并且在阻滞器中心上方有34单位的判定范围,而在左右和下方只有16单位的判定范围。
    • 双向阻滞器(假定朝上下方)会阻滞上下方向的运动,并且在阻滞器中心上下方各有34单位的判定范围,而在左右方只有16单位的判定范围。
    • 四向阻滞器会阻滞朝向阻滞器中心的运动,并且在阻滞器四个方向均有34单位的判定范围。需要注意的是,碰撞箱是加号“+”形状而不是正方形。