Collision/zh: Revision history

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13 July 2023

3 June 2023

16 March 2023

  • curprev 02:3802:38, 16 March 2023FightFire talk contribs 4,380 bytes +122 Created page with "* 激光门的判定方式与单向板相同,因此也可以用足够大的速度去穿过。"
  • curprev 02:3602:36, 16 March 2023FightFire talk contribs 4,258 bytes +137 Created page with "** 对于底部,冻结的判定区域是从中心开始,向下延伸<code>28</code>个单位长度的区域。"
  • curprev 02:3002:30, 16 March 2023FightFire talk contribs 4,121 bytes −625 Created page with "* 冻结激光的情况较为复杂。我们假定一束冻结激光垂直向上发射,发射点位于底部:(这束激光由最顶部的冻结激光,中间两格网格高的冻结激光,和最底部的光束光源组成。)"

14 March 2023

5 March 2023

14 February 2023

11 February 2023

2 September 2022

31 August 2022

29 August 2022

28 August 2022

31 July 2022

  • curprev 06:5006:50, 31 July 2022FightFire talk contribsm 3,862 bytes 0 No edit summary
  • curprev 06:4906:49, 31 July 2022FightFire talk contribsm 3,862 bytes 0 No edit summary
  • curprev 06:4806:48, 31 July 2022FightFire talk contribs 3,862 bytes +3,862 Created page with "{{DISPLAYTILTE:碰撞}} {{LangNavBox}} {{stub/zh}} '''碰撞'''是一种地图中会发生在玩家与实体、玩家或弹幕之间的交互效果。 介绍碰撞前,我们需要理解单位长度的概念。 想象一下,每一格网格都是由许多最小的正方形单元构成的,我们称这种最小的正方形单元为单位长度。每一个单位长度都代表着可以一个玩家在任何一个给定的时间里占据的一个单一的、..."