I was messing around after class and decided to make this Yes, the animations are awful and extremely buggy, but they were never intended to be good anyway so I didn't bother making them not glitchy. The project does keep track of which way you're facing, so don't worry about the animations messing with your attacks or whatever lol A - Attack 1 - Show hitbox (green) (Note: hotbox will be invisible unless you're attacking) 2 - Show Hurtbox (red) 3 - Show Collision box (yellow) The enemy can be killed, the spikes cannot What's a Hitbox? A Hitbox is an invisable area on an object or character that can deal damage What's a Hurtbox? A Hurtbox is an invisable area on an object or character that can receive damage What's a Collision box? A collision box is an insivase area on an object or character that communicates when it's touching another object Are they important? They usually are. In this case, there are animations and small things pointing out. If I simply used the sprite as it's own hit/hurt/collision box, then there's a good chance that it would feel unfair. If an enemy's hitbox barely collided with the spitre (Like one pixel contact) then that would feel like you're being cheated, because although there was contact, there's a good chance the player didn't see it. A good rule of thumb is only putting hurtboxes where a direct hit would be, instead of a graze. Collision boxes also stop animations from bugging when you walk into a wall Games often cheat in your favor in this way, it makes it nicer to play and more rewarding. You also kinda want players to have more, "How did that MISS me!?" Rather than, "How did that HIT me!?" moments If you wanna see how nice they actually are, I recommend going in and switching some code. Switch the "If touching hurtbox?" in the spikes sprite to "If touching player?" and even though it doesn't quite look like it should hurt you, it does Switching stuff in the wall sprite will make you unable to touch it, because your sword is in the way