Placement of movement and hit bounds
Posted: Sun Feb 19, 2012 2:48 am
I'm soliciting opinions on where to place the movement and hit bounding shapes on my sprites.
My game is (will be) a top-down Robotron-style shooter. Being able to tell where your sprite can get hit is fairly important. At the same time, the tileset has perspective and I'd like the way the sprites collide and overlap with each other to match.
The base movement bounds is a circle. My options are to have the sprite completely contained inside the circle or to have it taller than the circle for perspective.
Then there are the bounds used to tell when a bullet has hit the sprite. I can either make it fit snugly around the sprite itself or make it match the movement bounds. Making the hit bounds match the movement bounds can introduce gaps, and may be misleading if I use the tall version of the sprite. At the same time, it would be perspective correct since the sprite would be covered by a cylinder, and I can reuse the movement bounding circle.
For even more perspective correctness, I can have the hit bounds halfway between the top and bottom of the cylinder that surrounds the sprite, since bullets would be flying above the ground. Though this might obscure the sprite's hit region even further.
Stop me if I'm being to pedantic.
My game is (will be) a top-down Robotron-style shooter. Being able to tell where your sprite can get hit is fairly important. At the same time, the tileset has perspective and I'd like the way the sprites collide and overlap with each other to match.
The base movement bounds is a circle. My options are to have the sprite completely contained inside the circle or to have it taller than the circle for perspective.
Then there are the bounds used to tell when a bullet has hit the sprite. I can either make it fit snugly around the sprite itself or make it match the movement bounds. Making the hit bounds match the movement bounds can introduce gaps, and may be misleading if I use the tall version of the sprite. At the same time, it would be perspective correct since the sprite would be covered by a cylinder, and I can reuse the movement bounding circle.
For even more perspective correctness, I can have the hit bounds halfway between the top and bottom of the cylinder that surrounds the sprite, since bullets would be flying above the ground. Though this might obscure the sprite's hit region even further.
Stop me if I'm being to pedantic.