Isometric Collision and Hitbox Shapes (Team 3) #103
Labels
Isometric View
View of the Game
Sprint 3
Sprint 4
Exhausted from all these sprints, man...
Task
Team 3
The besterest team
Description
Task: Isometric Collision and Boundary Boxes
Sprint 3
Fixing of the orthogonal grid collision and boundary boxes. This is post-completion documentation of the task.
At sprint start, collision and boundary boxes were based on the orthogonal grid, rather than isometric. The first step to temporarily resolve was rotation of these square boxes, however this implementation had misaligned overlap (as the pieces were placed on an isometric grid).
The next iteration involved using tangent and the isometric angles to calculate vector points for an isometric grid. This was misaligned by just a few pixels around corners.
Finally, as the game engine emulates an isometric view using a 1:2 ratio, this was used to calculate near perfect isometric vector positions.
Sprint 4
After the finish of Sprint 3, the usage of the borders was extended to situations that were not originally planned for, particularly regarding entities with hitboxes that should be non-square. To account for this, the collider shape system will need another rework to allow for rectangular isometric shapes. This will be done by specifying the shape through the lengths of each side. Additionally, to allow for more precise hitbox placement in unorthodox entities, some form of offset method will also be added.
As work thus far has only focused on collider components, equivalents will likely be needed for the hitbox components too.
Dependencies
None.
Milestones
Documentation
Members
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