Having trouble with kill zone area

v4.3.stable.official (Version 4.3) - Godot Version

For starters, I wanna say I’m following Brackey’s Godot Tutorial video for the kill zone scene. Basically, I have a scene that is an Area2D node which when entered, a 3second timer will begin (which is set inside the scene) and when the timer reaches 0 it restarts the scene. Now, I don’t have a CollisionObject2D inside of the scene, as I set it externally, inside the main scene or the level.

This worked perfectly for when my character fell off the platforms! (I set up a WorldBorderCollision and set it as the body for the Kill Zone). However when I tried adding a spike area with a Collision2D with a shape of a rectangle to where my spikes were located, the character immediately died as soon as the level loaded. When I disabled the Collision2D for the spike, I didn’t die at the start, but when I touched the spike I didn’t die.

P.S. I added a debugging system that tells me what object I died to for every kill zone, and the system told me it was the Spike Area I was dying to.

Apologies because I did have a video although I am a new user so the forum disallowed me from sending any attachments. Although I could give the code I used:

Kill Zone code:

extends Area2D

@onready var timer = $Timer
@onready var myself = $"."

signal marioDied

func _on_body_entered(body: Node2D) -> void:
	print(myself.name)
	Engine.time_scale = 0.5
	emit_signal("marioDied")
	timer.start()

func _on_timer_timeout() -> void:
	Engine.time_scale = 1
	NewTransition.transition()
	get_tree().reload_current_scene()

Player code:

extends CharacterBody2D

@onready var animatedSprite = $AnimatedSprite2D
@onready var jumpSFX = $Jump
@onready var skidSFX = $Skid
@onready var collision = $CollisionShape2D
@onready var deathSFX = $Death
@onready var music = $"../Music"

@export var jump_buffer_timer:float = .1

const SPEED = 300.0
const JUMP_VELOCITY = -400.0

var acceleration = 0.25

var jumpBuffer:bool = false

var died:bool = false

func _physics_process(delta: float) -> void:
	# Sets the direction of movement
	var direction := Input.get_axis("left", "right")
	
	if direction < 0:
		animatedSprite.flip_h = true
	elif direction > 0:
		animatedSprite.flip_h = false
	
	# Add the gravity.
	if not is_on_floor():
		velocity += get_gravity() * delta
		if died == false:
			animatedSprite.play("jump")
	else:
		
		if died == false:
			if direction == 0:
				if acceleration < 0.75:
					animatedSprite.play("idle")
				else:
					animatedSprite.play("skid")
					if skidSFX.playing == false:
						skidSFX.play()
			else:
				animatedSprite.play("default-walk")

			if jumpBuffer:
				jump()
				jumpBuffer = false

	# Handle jump.
	if Input.is_action_just_pressed("jump"):
		if is_on_floor():
			jump()
		else:
			jumpBuffer = true
			get_tree().create_timer(jump_buffer_timer).timeout.connect(on_jump_buffer_timeout)

	# Get the input direction and handle the movement/deceleration.
	# As good practice, you should replace UI actions with custom gameplay actions.
	
	if died == false:
		if direction:
			velocity.x = SPEED * acceleration
		else:
			velocity.x = move_toward(velocity.x, 0, SPEED) + (acceleration * 20)
		if is_on_floor():
			acceleration = move_toward(acceleration, direction, delta * 2)
		else:
			acceleration = move_toward(acceleration, direction, delta * 0.25)
	else:
		velocity.x = 0
	
	move_and_slide()
	
func jump() -> void:
	jumpSFX.pitch_scale = randf_range(0.85, 1.15)
	jumpSFX.play()
	velocity.y = JUMP_VELOCITY
func on_jump_buffer_timeout() -> void:
	jumpBuffer = false

func _on_kill_zone_mario_died() -> void:
	if died == false:
		deathSFX.play()
		music.volume_db = -100
		
		get_tree().queue_delete(collision)
		velocity.y = -500
		died = true
		animatedSprite.play("death")

You aren’t checking which body entered the area. The spikes are probably overlapping another body (like the ground for example) and triggering the _on_body_enter() callback. You have multiple options:

  • Modify the collision layers and masks of the different bodies and areas so only the player can overlap the area.
  • Give a class_name to your player script and check that the body is the player in the _on_body_entered() callback.
1 Like

Oh! That seems to be the problem, the spikes were overlapping the kill zone. Thank you so much, I really appreciate it!

I might have a follow-up problem, there’s supposed to be a signal but the spike is somehow not emitting it?