hitbox-hurtbox · git:20260912.f425bd3 · 2026-09-12 · sha256 ec140460400bed05
hitbox-hurtbox git:20260912.f425bd3A
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--- name: hitbox-hurtbox description: > Engine-neutral strike and receive volumes. Use when hits miss the eye, when the mesh is the collider, or when a cinematic frame has a secret box. Stacks on action-feel. Ask the column first. --- # Hitbox / hurtbox Ask the column. | Column | Strike volume | Receive volume | |---|---|---| | sprite-box | 2D boxes on frames | 2D boxes on frames | | capsule-3d | capsules / spheres per limb | body capsule + head | | melee-arc | swept volume this frame | same receive | | projectile-orb | small sphere + lifetime | same receive | | grab-range | throw box, not strike | throw-hurt distinct | Render mesh is never the combat collider. ## Clock Boxes exist on the **logic tick**. A strike box is on for N frames published in the move row. Hitstop freezes both actors' boxes; it does not spawn a new box on a render frame. Clash / trade: if two strike boxes overlap and both hurtboxes are valid, both hit, unless the column is single-winner (first tick wins). ## Readability - Active frames that kill must be visible as motion, not only as a box in debug. - Debug draw is a develop toggle. Players see silhouette and juice, not the box. - Whiff: strike on, hurtbox of target not overlapped. Cancel rules live in combo-design. - Grab box is a different color in debug and a different job in kb-mouse-map. It does not hit-confirm into a punch. ## Iron rules - No unseen box on a cinematic freeze unless boss-design published the freeze. - Hurtbox may shrink on dodge / block. It may not vanish for 20 frames without a pose. - Projectiles inherit the same clock. They do not hit on interpolation frames only. - Throw invuln and strike invuln are separate flags. ## Accept A poke that looks short is short. A spectator can tell a whiff from a hit without the debug overlay. A grab does not connect from a punch box.