User contributions for FightFire
16 March 2023
- 02:2702:27, 16 March 2023 diff hist +313 N Translations:Collision/19/zh Created page with "** 全向板的判定区域是从中心开始,向四个正方向分别延伸<code>34</code>个单位长度,当玩家与之发生碰撞时,全向版会阻止玩家向着全向版内部的方向移动。额外需要注意的是,全向版碰撞箱的形状更类似于符号“+”,而非一个正方形。"
- 02:2702:27, 16 March 2023 diff hist +291 N Translations:Collision/18/zh Created page with "** 双向板(假定向上和向下)的判定区域为从中心开始,向上和向下延伸<code>34</code>个单位长度的距离,向左和向右延伸<code>16</code>个单位长度的距离,当玩家与之发生碰撞时,双向板会阻止玩家向着双向板的方向移动;"
- 02:2702:27, 16 March 2023 diff hist +285 N Translations:Collision/17/zh Created page with "** 单向板(假定向上)的判定区域为从中心开始,向上延伸<code>34</code>个单位长度的距离,向左、向右和向下延伸<code>16</code>个单位长度的距离,当玩家与之发生碰撞时,单向板会阻止玩家向与箭头相反的方向移动;"
- 02:2702:27, 16 March 2023 diff hist +209 N Translations:Collision/16/zh Created page with "* 单向板的情况会更加复杂一些。请注意——由于单向板容易被穿过,因此在拥有足够大的速度去穿过单向板的情况下讨论单向板的碰撞体积没有多大的意义:"
- 02:2702:27, 16 March 2023 diff hist +114 N Translations:Collision/15/zh Created page with "** 对于底部,冻结的判定区域是从中心开始,向下延伸<code>28</code>个单位长度的区域。"
- 02:2702:27, 16 March 2023 diff hist +117 N Translations:Collision/14/zh Created page with "** 对于顶部,冻结的判定区域为从中心开始,半径为<code>27</code>个单位长度的圆形区域;"
- 02:2702:27, 16 March 2023 diff hist +117 N Translations:Collision/13/zh Created page with "** 对于左右两侧,冻结的判定区域为从中心开始,向左右各延伸<code>28</code>个单位长度;"
- 02:2702:27, 16 March 2023 diff hist +236 N Translations:Collision/12/zh Created page with "* 冻结激光的情况较为复杂。我们假定一束冻结激光垂直向上发射,发射点位于底部:(这束激光由最顶部的冻结激光,中间两格网格高的冻结激光,和最底部的光束光源组成。)"
- 02:2702:27, 16 March 2023 diff hist +140 N Translations:Collision/11/zh Created page with "* 墙体实体(包括可钩墙体,禁钩墙体和钩穿墙体)的碰撞体积为<code>60*60</code>个单位长度的正方形区域;"
- 02:2702:27, 16 March 2023 diff hist +86 N Translations:Collision/10/zh Created page with "* 死亡区域的碰撞体积为<code>50*50</code>个单位长度的正方形区域;"
- 02:2702:27, 16 March 2023 diff hist +179 N Translations:Collision/9/zh Created page with "* 多数标准DDRace实体(多数实体都是DDRace模式独有的,例如冻结区域和传送区域)的碰撞体积为<code>32*32</code>个单位长度的正方形区域;"
- 02:2702:27, 16 March 2023 diff hist +83 N Translations:Collision/4/zh Created page with "不同的实体拥有不同的碰撞箱体积。 相对于玩家的中心位置:"
- 02:2702:27, 16 March 2023 diff hist +18 N Translations:Collision/3/zh Created page with "== 实体碰撞 =="
- 02:2702:27, 16 March 2023 diff hist +592 N Translations:Collision/2/zh Created page with "介绍碰撞前,我们需要理解单位长度的概念。 想象一下,每一格网格都是由许多最小的正方形单元构成的,我们称这种最小的正方形单元为单位长度。 每一个单位长度都代表着可以一个玩家在任何一个给定的时间里占据的一个单一的、独一无二的位置。每一个单位长度都可能代表一个玩家的中心位置。 * 一格网格在地图中的大小为一个<code>32*32</code>个单..."
- 02:2702:27, 16 March 2023 diff hist +112 N Translations:Collision/1/zh Created page with "'''碰撞'''是一种地图中会发生在玩家与实体、玩家或拋射物之间的交互效果。"
- 02:2702:27, 16 March 2023 diff hist +6 N Translations:Collision/Page display title/zh Created page with "碰撞" current
- 02:2702:27, 16 March 2023 diff hist +21 N Translations:Collision/7/zh Created page with "== 拋射物碰撞 ==" current
29 January 2023
- 06:4506:45, 29 January 2023 diff hist +3 m Drag Part/zh No edit summary Tag: Visual edit: Switched
- 06:4406:44, 29 January 2023 diff hist +2,823 N Drag Part/zh translate to chinese Tag: Visual edit: Switched
- 05:5205:52, 29 January 2023 diff hist 0 m Edge jump/zh No edit summary Tag: Visual edit