World: Difference between revisions

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* Kill tiles have a square hitbox of <code>50x50</code> units.
* Kill tiles have a square hitbox of <code>50x50</code> units.
* Solid tiles (unhookable, hookable, hookthrough) have a square hitbox of <code>60x60</code> units.
* Solid tiles (unhookable, hookable, hookthrough) have a square hitbox of <code>60x60</code> units.
* Freeze lasers are complicated. Assuming a freeze laser pointing upwards with the source entity at the bottom:
* Freeze lasers are complicated. Assuming a freeze laser pointing upwards with the source entity at the bottom (this creates 4 "tiles" of freeze laser - a "top" tile at the uppermost tile, 2 full tiles of vertical freeze laser in the middle, and a bottom "source" laser block.):
**From the side, they will freeze a distance of <code>28</code> units left and right from the center.
**From the side, they will freeze a distance of <code>28</code> units left and right from the center.
**From the top, they have a hitbox radius of units <code>27</code> units from the center.
**From the top, they have a hitbox radius of units <code>27</code> units upwards from the center.
**From the side, they will freeze a distance of <code>28</code> units downwards from the center.
*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.
*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.
**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.
**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.

Revision as of 04:13, 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.
  • Solid tiles (unhookable, hookable, hookthrough) have a square hitbox of 60x60 units.
  • Freeze lasers are complicated. Assuming a freeze laser pointing upwards with the source entity at the bottom (this creates 4 "tiles" of freeze laser - a "top" tile at the uppermost tile, 2 full tiles of vertical freeze laser in the middle, and a bottom "source" laser block.):
    • From the side, they will freeze a distance of 28 units left and right from the center.
    • From the top, they have a hitbox radius of units 27 units upwards from the center.
    • From the side, they will freeze a distance of 28 units downwards from the center.
  • 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.
    • 1-way stoppers (assumed to be pointing upwards) will prevent further downwards motion starting a distance 34 units upwards from the center but 16 units leftwards, rightwards, and downwards from the center.
    • 2-way stoppers (assumed to be pointing up and down) will prevent inwards motion starting a distance 34 units upwards and downwards from the center but 16 units left and right from the center.
    • 4-way stoppers will prevent inwards motion starting a distance 34 units in all directions from the center. Keep in mind that the hitbox is "+" shaped rather than square shaped.

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