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How to add hitboxes in fighting games

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FG

FightingGameDev

Posted on September 30, 2020 • Intermediate

⚔️ Need help with hitbox system in fighting game

Hey everyone! I’m developing a fighting game and having trouble with the attack system. The hitboxes are way too small - players have to get REALLY close to deal damage, which makes combat feel clunky and unresponsive.

I’ve tried basic collision detection but it’s not working well for combat scenarios. Looking for advice on:

  • Creating proper hitbox zones for attacks
  • Making combat feel more responsive
  • Implementing different attack ranges

Any help with hitbox implementation would be amazing! 🥊

GM

GameMechanicsPro

Replied 3 hours later • ⭐ Best Answer

Great question @FightingGameDev! Hitbox systems are crucial for responsive combat. Here are two effective methods to implement proper hitboxes:

🎯 Hitbox System Overview

Here’s how a proper hitbox system works:

flowchart TD A[🚀 Attack Input] --> B{Attack Type?} B -->|Punch| C[Create Punch Hitbox] B -->|Kick| D[Create Kick Hitbox] B -->|Special| E[Create Special Hitbox] C --> F[Position Hitbox] D --> F E --> F F --> G[Check Collision] G --> H{Enemy in Range?} H -->|Yes| I[Deal Damage] H -->|No| J[Continue Checking] I --> K[Play Hit Effect] K --> L[Remove Hitbox] J --> M{Hitbox Duration?} M -->|Active| G M -->|Expired| L L --> N[End Attack] style A fill:#e1f5fe style I fill:#e8f5e8 style K fill:#fff3e0 style N fill:#fce4ec

🔧 Method 1: Separate Hitbox Sprite

Create a dedicated invisible sprite for hitboxes:

    when flag clicked
set [ghost v] effect to (100)
hide
forever
go to [Player v]
if <key [space v] pressed?> then
show
wait (0.2) seconds
hide
end
end
  

For the hitbox sprite collision detection:

    when flag clicked
forever
if <touching [Enemy v]?> then
if <not <(hit_cooldown) > [0]>> then
broadcast [enemy hit v]
set [hit_cooldown v] to [10]
end
end
if <(hit_cooldown) > [0]> then
change [hit_cooldown v] by (-1)
end
end
  

⚔️ Method 2: Distance-Based Detection

Use distance calculations for more precise control:

    when flag clicked
forever
if <key [space v] pressed?> then
if <(distance to [Enemy v]) < [80]> then
if <(direction_to_enemy) < [45]> then
broadcast [attack hit v]
play sound [punch v]
end
end
end
end
  

🎮 Advanced Hitbox Positioning

For directional attacks, position hitboxes based on player facing:

    // In hitbox sprite
when I receive [punch attack v]
if <(player_direction) = [right]> then
go to x: ((player_x) + [40]) y: (player_y)
else
go to x: ((player_x) - [40]) y: (player_y)
end
show
wait (0.3) seconds
hide
  

💥 Damage System Integration

Connect hitboxes to your damage system:

    when I receive [enemy hit v]
change [enemy_health v] by (-10)
set [knockback_x v] to [15]
play sound [hit effect v]
if <(enemy_health) < [1]> then
broadcast [enemy defeated v]
end
  

🔥 Pro Tips for Better Combat

  • Hitbox Size: Make hitboxes 20-30% larger than the visual attack
  • Attack Duration: Keep hitboxes active for 0.2-0.5 seconds
  • Cooldown System: Prevent spam attacks with cooldown timers
  • Visual Feedback: Add particle effects when attacks connect
  • Sound Design: Different sounds for hits vs misses

🚀 Next Level Features

  • 🎯 Multi-hit combos
  • 🛡️ Block and parry systems
  • ⚡ Special attack hitboxes
  • 🎪 Juggling mechanics

📚 Related Topics

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