Hitbox: Difference between revisions

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1,159 bytes added ,  12 July 2018
Much more info
m (MMMMMMMMMMMMM moved page Hitboxes to Hitbox: It doesn't make sense to have a plural title when the subject is written about as singular.)
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A [[Hitboxes|hitbox]] is an invisible shape commonly used in video games for real-time collision detection. It is often a rectangle or circle (in 2D games) or cuboid, cylinder, or sphere (in 3D) that is attached to and follows a point on a visible object (such as a model or a sprite). They are used for collision detection.
A '''hitbox''' is an invisible shape commonly used in video games for real-time collision detection. It is often a rectangle or circle (in 2D games) or cuboid, cylinder, or sphere (in 3D) that is attached to and follows a point on a visible [[object]]. They are used for collision detection.
==Types==
===Collision hitboxes===
Many hitboxes push Mario away, such as those of Bob-ombs and [[Chuckya|Chuckyas]]. These are necessary for [[Quick Release]] and are also the basis for the [[Bloated Bob-omb]] and [[Handsfree Teleported Bob-omb]] glitches, which work because the Bob-omb's size is large enough that its hitbox pushes Mario back, but it moves with him because he's holding it.
===Clone hitboxes===
Cloned objects that Mario can pick up normally act normal when set down, and have normal hitboxes. However, clones of objects never meant to be held have odd hitboxes. The majority of them can be interacted with only once by Mario, if at all. Platforms are intangible, and most enemies can injure Mario once and then become intangible. Coins can only be collected once, but don't disappear.
====Overshadowing====
Clone hitboxes overshadow the hitboxes of other clones of the same type. For example, Mario can release a [[fire]] clone and will immediately get burned by it. Then, he can stand in its (now dormant) hitbox to release another without getting burned. This serves many purposes in the [[A Button Challenge]], including [[Bowser in the Sky]] and [[Tick Tock Clock]].

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