Stoppers: Difference between revisions
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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 but16
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 but16
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.
- 1-way stoppers (assumed to be pointing upwards) will prevent further downwards motion starting a distance