If I'm using a single standard collision box, it would have to be about this big in order to cover the entire sprite. But it's a little too large and imprecise.
I want it so that my Player character, shooting a Spear projectile, if it hits the 'head' of the Deer, it is automatically killed, whereas a body shot would just cause it to take damage but run off.
So this is what I'm thinking:
My concern is I have no idea what would be detected at the point they overlap.
The thing is I've read up on the forum, several methods, and I'm not sure which is best.
One has it that I could use invisible sprites pinned to image points on a single large rectangle Deer sprite to act as alternate collision boxes, and maybe have the spear detect the Nearest Imagepoint/collide-with-box and react appropriately.
Another I read up is to use Containers. I have no idea what benefit would that give? Would that allow me to organize the collision boxes on multiple Deer, but allow me to detect if there was a 'headshot' on each individual one?
And then there's the Collision Polygon feature.
I haven't tested this yet. I've already set-up a simple prototype of my game using the standard boxes. But with Collision Polygon, I use the sprite directly? But I can't seem to see/preview the Collision Polygon on the layout itself, and the sprite is still selected as a giant rectangle.
So I don't know how to get precise collision checks that Collision Polygon seems to give?
Sorry if these questions were asked multiple times, but just that the various methods made me confused as to what the best approach was.
There will also be a second, more massive mob I'm making that may require me to detect its legs, head, and main body. Again I'm unsure whether a large 'general' collision box is best, with invisible pinned to imagepoints collision boxes; or a Collision Polygon?