World: Difference between revisions

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make tee collision a bit more accurate
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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 ==
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.
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.


== Tee collision ==
* 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.)
 
== Tile Collision ==
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.
* Kill tiles have a square hitbox of <code>50x50</code> units.
* Freeze lasers have a hitbox of <code>56x56</code> units.
* Solid tiles (unhookable, hookable, hookthrough) have a square hitbox of <code>60x60</code> units.
 
== Tee Collision ==
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.
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.


== Border tiles ==
== 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 ==
== Killbox ==
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 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.
 
Although it may seem possible to skip past the killbox with
[[Category:Game-Mechanic]]
[[Category:Game-Mechanic]]
[[Category:World]]
[[Category:World]]

Revision as of 03:37, 16 April 2022

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This article is a Stub. You can help us by editing and improving it.

The game world is a rectangular, two-dimensional grid of tiles.

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.

  • 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.)

Tile Collision

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 32x32 units.
  • Kill tiles have a square hitbox of 50x50 units.
  • Freeze lasers have a hitbox of 56x56 units.
  • Solid tiles (unhookable, hookable, hookthrough) have a square hitbox of 60x60 units.

Tee Collision

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). Strong and weak also play a role with strong tees bumping a bit more than tees with 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.

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.

Border tiles take precedence but will not overwrite killbox tiles.

Although it may seem possible to skip past the killbox with