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player weapons. these hitboxes block/slow down other bullets. | |||
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front | back | top | bottom |
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enemy lasers. hitboxes stop scaling at 400 rank. | ||||
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-99-99 | 100-199 | 200-299 | 300-399 | 400+ |
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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: ![]() |
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. ![]() |
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shop odds simulator(code: rowan) |
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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. |
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bomb level 1 | ![]() |
bomb level 2 | ![]() |
bomb level 3 | ![]() |
bomb level 4 | ![]() |
bomb level 5 | ![]() |