Translations:Collision/4/en

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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.
  • Solid tiles (unhookable, hookable, hookthrough) have a square hitbox of 60x60 units.
  • Freeze lasers are complicated. Assuming a freeze laser pointing upwards with the source entity at the bottom (which creates a "top" freeze laser at the uppermost tile, 2 full tiles of vertical freeze laser in the middle, and a bottom "source" laser tile.):
    • From the side, they will freeze a distance of 28 units left and right from the center.
    • From the top, they have a hitbox radius of units 27 units upwards from the center.
    • From the side, they will freeze a distance of 28 units downwards from the center.
  • Stoppers are a little more complicated. 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.
    • Tees can dash through stoppers with Ninja
  • Doors are handled internally the same as stoppers, so are skippable the same way with speed.