World: Difference between revisions
make tee collision a bit more accurate |
changed structure and added some more info and fixed incorrect ones |
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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. | ||
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. | |||
== Tee | * 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 | == 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. | ||
== | == Killbox == | ||
The game world is contained within a | 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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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