dezatopia research

all contents for education and research only.
information may not be totally accurate, this is a work in progress.

player hitboxes

player

3x3, expands to 7x7 while firing
player weapons. these hitboxes block/slow down other bullets.
front back top bottom

enemy projectile hitboxes

enemy lasers. hitboxes stop scaling at 400 rank.
-99-99 100-199 200-299 300-399 400+
enemy bullets
of note: orange palette bullets and bullets with hitboxes of 8x8 or smaller do not subdivide,
meaning scaled and rotated bullets retain their normal hitboxes at all times. example:

enemy hitboxes

note that generally speaking, enemy hitboxes are subdivided into 8x8 blocks which are then
respositioned when sprites rotate. this results in jagged, sometimes unpredictable hitboxes.

shop stock routine

shop odds simulator

(code: rowan)

hidden items


bombs

bombs spawn 6 bomb hitboxes per frame (3 square, 3 horizontal) for duration of bomb.
bomb level scales the size and movement of the hitboxes.
bomb level 1
bomb level 2
bomb level 3
bomb level 4
bomb level 5