Stoppers: Difference between revisions

From DDraceNetwork
Louis (talk | contribs)
started page (wip)
 
Louis (talk | contribs)
added collision info
Line 1: Line 1:
Stoppers ({{Tile|entities|60}}/{{Tile|entities|61}}/{{Tile|entities|62}})
Stoppers ({{Tile|entities|60}}/{{Tile|entities|61}}/{{Tile|entities|62}}) are a DDRace-specific tile that prevent tees but not projectiles from passing through. There are three types of stoppers: each halting movement in either one, two, our four directions.
 
== Collisions and Hitboxes ==
Stoppers are not collision-checked through interpolation. Thus, if you pass by a stopper's hitbox between two ticks, your position will not be stopped 'between' your two tick locations.
 
This leads to a couple effects:
 
* Your first tick inside a stopper will be the position you're stopped at.
* Stoppers can be easily skipped with [[Ninja]].
 
=== Hitboxes ===
 
* 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.
** 2-way stoppers (assumed to be pointing up and down) will prevent inwards motion starting a distance <code>34</code> units upwards and downwards from the center but <code>16</code> units left and right from the center.
** 4-way stoppers will prevent inwards motion starting a distance <code>34</code> units in all directions from the center. Keep in mind that the hitbox is "+" shaped rather than square shaped.

Revision as of 17:05, 4 November 2022

Stoppers (//) are a DDRace-specific tile that prevent tees but not projectiles from passing through. There are three types of stoppers: each halting movement in either one, two, our four directions.

Collisions and Hitboxes

Stoppers are not collision-checked through interpolation. Thus, if you pass by a stopper's hitbox between two ticks, your position will not be stopped 'between' your two tick locations.

This leads to a couple effects:

  • Your first tick inside a stopper will be the position you're stopped at.
  • Stoppers can be easily skipped with Ninja.

Hitboxes

  • 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.