World: Difference between revisions

From DDraceNetwork
(make tee collision a bit more accurate)
(add migration notice to page)
 
(10 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{LangNavBox}}
{{MigrateTranslation}}
<languages/>
{{stub}}
{{stub}}
The game world is a rectangular, two-dimensional grid of tiles.
<translate>
<!--T:1-->
The '''''game world''''' is a rectangular, two-dimensional grid of tiles. Tees can interact with each other and the world through collisions, weapons, switches, and more.  


== Tile collision ==
Each tile has a width and height of 32 units, and tees have a radius of 14.5 units and a diameter of 29 units (<code>X: 14, Y: 14</code> is considered the center coordinate). Tees interact with non-solid tiles (except kill tiles) if the center coordinate intersects with the 32x32 area. You can also think of this as the tee intersecting the tile area by 15 or more units in any cardinal direction. Tees interact with kill tiles if an inner circle with a radius of 9.5 units (centered inside the tee area) intersects with the 32x32 area. You can also think of this as the tee intersecting the tile area by 6 or more units in any cardinal direction.


== Tee collision ==
== Border Tiles == <!--T:2-->
Tees colliding with other tees as circles with diameter of 28 units, making it one unit smaller than tee with tile collision. Although tees already interact if they come as close as 35 units. Tees gain speed in the opposite direction of the interaction point. The amount of speed gained depends on the distance between the two tees during the collision (the farther away the less speed gained) and the angle at which they bump into each other (when moving directly into the direction of the other tee the most speed is added). [[Hook#Weak hook .2F strong hook|Strong and weak]] also play a role with strong tees bumping a bit more than tees with weak.


== Border tiles ==
<!--T:3-->
If [[tiles]] are placed on the border of a [[map]], they will repeat infinitely in the game world. Example: A tile placed at <code>X: 0, Y: 4</code> results in tiles repeating infinitely to the left.
If [[Special:MyLanguage/tiles|tiles]] are placed on the border of a [[Special:MyLanguage/map|map]], they will repeat infinitely in the game world. Example: A tile placed at <code>X: 0, Y: 4</code> results in tiles repeating infinitely to the left.


== Kill box ==
 
The game world is contained within a kill box, which starts 200 tiles past the border in each cardinal direction. Border tiles take precedence over kill box tiles and will continue to repeat infinitely.
== Killbox == <!--T:4-->
[[Category:Game-Mechanic]]
 
[[Category:World]]
<!--T:5-->
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 [[Special:MyLanguage/Death|kill]] tiles, but are unique in the sense that they share the standard DDRace tile [[Special:MyLanguage/Collision|hitbox]] rather than a kill tile hitbox. Any projectiles (grenades, bullets) will have their lifetimes ended upon impact with the killbox. This allows one to {{Grenade}} jump using the killbox as a "wall".
 
<!--T:6-->
Border tiles take precedence but will not overwrite killbox tiles.
 
<!--T:7-->
Although it may seem possible to skip past the killbox with a [[Special:MyLanguage/Telegun|tele laser]], any tees past the killbox border will automatically be killed, even if they are positioned past the visual killbox.  
</translate>
 
[[Category:Game-Mechanic{{#translation:}}]]
[[Category:World{{#translation:}}]]

Latest revision as of 17:49, 14 March 2023

This article is a Stub. You can help us by editing and improving it.

The game world is a rectangular, two-dimensional grid of tiles. Tees can interact with each other and the world through collisions, weapons, switches, and more.


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 (grenades, bullets) will have their lifetimes ended upon impact with the killbox. This allows one to Grenade jump using the killbox as a "wall".

Border tiles take precedence but will not overwrite killbox tiles.

Although it may seem possible to skip past the killbox with a tele laser, any tees past the killbox border will automatically be killed, even if they are positioned past the visual killbox.