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The game world is a rectangular, two-dimensional grid of tiles. | The game world is a rectangular, two-dimensional grid of tiles. | ||
== Tile collision == | |||
Each tile has a width and height of 32 units, and tees have a radius of 14.5 units and a diameter of 29 units (<code>X: 14, Y: 14</code> is considered the center coordinate). Tees interact with non-solid tiles (except kill tiles) if the center coordinate intersects with the 32x32 area. You can also think of this as the tee intersecting the tile area by 15 or more units in any cardinal direction. Tees interact with kill tiles if an inner circle with a radius of 9.5 units (centered inside the tee area) intersects with the 32x32 area. You can also think of this as the tee intersecting the tile area by 6 or more units in any cardinal direction. | Each tile has a width and height of 32 units, and tees have a radius of 14.5 units and a diameter of 29 units (<code>X: 14, Y: 14</code> is considered the center coordinate). Tees interact with non-solid tiles (except kill tiles) if the center coordinate intersects with the 32x32 area. You can also think of this as the tee intersecting the tile area by 15 or more units in any cardinal direction. Tees interact with kill tiles if an inner circle with a radius of 9.5 units (centered inside the tee area) intersects with the 32x32 area. You can also think of this as the tee intersecting the tile area by 6 or more units in any cardinal direction. | ||
=== Border tiles | == Tee collision == | ||
The tee collision is a bit bigger than the collision with tiles. It starts with a radius of 35 making it 3 units bigger than one tile. Tees gain speed in the opposite direction of the touching 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, which strong tees bumping a bit more than tees having weak. | |||
== 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 <code>X: 0, Y: 4</code> results in tiles repeating infinitely to the left. | 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. | ||
== Kill box == | |||
The game world is contained within a kill box, which starts 200 tiles past the border in each cardinal direction. Border tiles take precedence over kill box tiles and will continue to repeat infinitely. | The game world is contained within a kill box, which starts 200 tiles past the border in each cardinal direction. Border tiles take precedence over kill box tiles and will continue to repeat infinitely. | ||
[[Category:Game-Mechanic]] | [[Category:Game-Mechanic]] | ||
[[Category:World]] | [[Category:World]] |
Revision as of 12:26, 13 March 2022
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The game world is a rectangular, two-dimensional grid of tiles.
Tile collision
Each tile has a width and height of 32 units, and tees have a radius of 14.5 units and a diameter of 29 units (X: 14, Y: 14
is considered the center coordinate). Tees interact with non-solid tiles (except kill tiles) if the center coordinate intersects with the 32x32 area. You can also think of this as the tee intersecting the tile area by 15 or more units in any cardinal direction. Tees interact with kill tiles if an inner circle with a radius of 9.5 units (centered inside the tee area) intersects with the 32x32 area. You can also think of this as the tee intersecting the tile area by 6 or more units in any cardinal direction.
Tee collision
The tee collision is a bit bigger than the collision with tiles. It starts with a radius of 35 making it 3 units bigger than one tile. Tees gain speed in the opposite direction of the touching 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). Strong and weak also play a role, which strong tees bumping a bit more than tees having weak.
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.
Kill box
The game world is contained within a kill box, which starts 200 tiles past the border in each cardinal direction. Border tiles take precedence over kill box tiles and will continue to repeat infinitely.