World: Difference between revisions
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* 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.) | * 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.) | ||
== Border Tiles == | == Border Tiles == | ||
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== Killbox == | == 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. | 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. Any projectiles (nade, | ||
Border tiles take precedence but will not overwrite killbox tiles. | Border tiles take precedence but will not overwrite killbox tiles. |
Revision as of 04:28, 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.)
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. Any projectiles (nade,
Border tiles take precedence but will not overwrite killbox tiles.
Although it may seem possible to skip past the killbox with