World: Difference between revisions
Add tee collision |
make tee collision a bit more accurate |
||
Line 7: | Line 7: | ||
== Tee collision == | == 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. | |||
== Border tiles == | == Border tiles == |
Revision as of 19:15, 27 March 2022
English • Español • Português (Brasil) • Українська • Русский • 简体中文 • Deutsch • Italiano • Français • Català • Türkçe • 한국어 |
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
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.
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.