Godot Version
4.3
Question
I have just switched over a file from using Tilemaps to the new Tilemaplayers. I have all that working correctly, including the detection of collision areas, etc…
What I am having issues figuring out is this:
Say I have a top down 2-D driving game ,and with the Tilemaplayers I have seperated out the grassy areas and the race track. The grass layer is like a background and it fills the entire screen.
I have a track layer in which I draw some race track on, so say its an oval shaped race track…which would leave the grass layer below to show in the middle of the track.
Now, I have collsion on both the grass layer and the track layer in order to determine what I am currently driving on and therefore alter the speed and other physics of the car.
Issue is because I’ve drawn the track layer right on top of the grass layer it checks the collisions of both layers one after another therefore constantly fluctuating the speed of my car from fast to slow.
I want to be able to detect when I am on the track layer (which I have figured out) and then disable the grass layers collision physics below. But I still need the grass layer collision physics to work if I drive into the open middle area of the track.
Basically, I does one shut off collision physics on one layer if there is another layer immediately above it?
I can’t wrap my head around it because I am using an _on_interactive_area_body_shape_entered and it triggers each layer separately.
Cheers!