Area2D that is only triggered when entered in a certain direction

Godot Version

4.4.1

Question

Hello,

I’m a newbie coder making a simple racing game in Godot. So far, with this forum’s help, I’ve made a drivable car and a simple system of collecting checkpoints and a timer:

I’m using Area2D for my checkpoints - when the player drivers into them, a point is added to the checkpoint counter and the checkpoint is removed. If the player crosses the finish line with all checkpoints collected, the timer stops.

I’m aiming to make a game about the obscure sport of auto testing (aka auto solo) and this involves performing maneuvers like reversing. I want to make checkpoints that are triggered when entering in a certain direction, either forwards of reverse.

This is where I’m a little lost - I’m not sure how best to implement this. I tried looking into multiple collision shapes on the Character2D and layers, but unless I missed something that doesn’t seem to be the solution.

Any tips and advice appreciated!

You want you area to be triggered only if the car enter from a specific side ? Or you want Area that are triggered only when the player enter it while being in reverse ?

You could check if the rotation of the car is within the range you want when they enter the area.

Your car presumably has a velocity, so if you’re in the “entered” handler for the Area2D, you could check that the velocity is in the correct direction.

Alternately, you could do what they do with actual street sensors (those tubes they run across the road to count volume of cars and the like). Have two narrow, wide Area2Ds where if the car is moving in the correct direction it will enter the first Area2D first, then the second shortly after. You could set the first Area2D’s entry handler to remember a timestamp, and then have the second Area2D’s entry handler check that timestamp and the current time to see if the player has done what they needed to.

You could also do this completely without Area2D; in a lot of ways, if you think about it, this is like if the car was a motion controller and you were doing gesture recognition. The algorithms people use to do gesture recognition on accelerometer-based controllers ought to work just fine if instead you feed them a rolling sequence of the car’s motion vector.

1 Like

Thanks everyone, I’ll be sure to try all of these out!