🧱 Collision, Trigger and Slope System

The GameCrom engine uses a highly optimized hybrid collision detection system, based on axis-aligned rectangles (AABB) and circles.

⚙️ General Concepts

💠 Collision Types

1️⃣ Rectangular (AABB)

This is the main collision system. Each object uses an axis-aligned rectangle to detect contact with others. It is fast, stable and ideal for platforms, walls and floors.

2️⃣ Circular

Used for rounded objects such as projectiles, coins, spherical enemies or particles. Collisions are detected using radius distance checks, ensuring smooth and natural response.

🪜 Slope System (Player Platform)

The engine does not handle real physical ramp collisions, but the Player Platform behaviour includes visual slope detection. This allows the player to climb over small height differences or hand-drawn ramp-like surfaces made using stepped tiles.

🔸 Slope only affects player movement, not the global collision system. 🔸 Ramps do not affect the physics of other world objects.

🧩 Triggers (Detection Zones)

Triggers are special areas that detect the entry or exit of objects without applying any physical force. They allow the creation of interactive zones you can walk through: damage areas, pickups, switches, checkpoints, etc.

🎮 Physical Behaviour

⚡ Available Events

📌 Summary

– Hybrid AABB + Circle system with automatic detection.
– Compatible with basic physics, gravity, triggers and hierarchies.
– Visual Slope support for Player Platform movement.
– No physical rotation support for Square-type collisions or real ramps.

⚠️ Current Limitations

🧩 Upcoming improvements: