Well in the case of Street Fighter, you can just look at the image to see all the kinds of boxes. Every box there means something:
- The red box is the hurt-box.
- The green border boxes are the hit-boxes, every single one of them.
- The yellow body box is his collision versus other players.
- The yellow box sticking out of him is actually very long (3-5 Ken's wide), and tells the other player to activate a block (if they are pushing the correct buttons).
- There's a hard-to-see blue outline of boxes that says where grabs must touch.
Not seen in the image are filled blue and green boxes for throws and projectiles. There's also a flag to say whether a box is not affected by projectiles (or only affected by projectiles). I'm sure I'm missing some too.
But basically, you can have a lot of boxes. 🙂
On a related topic, I actually want more bounding volume types. Polygon boxes are "fine", general purpose and all, but Circles, Capsules, and Oriented Bounding Boxes are useful too (not to mention cheap to calculate collisions for). Especially given that we make things out of multiple images in Spine, it's reasonable to expect I may want a collision box for every image in the body. If I need to use multiple boxes anyway, they may as well be extremely cheap to calculate collisions between. We can't exactly deform polygon boxes.