#Managing multi-floor collisions in TileMapLayer nodes

1 messages · Page 1 of 1 (latest)

quaint sphinx
deft timber
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Thanks for the message! I wasn't able to find a level where the player character is able to walk up, so I can not verify how you did it either. I wasn't able to find it in the code either.

quaint sphinx
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Found it

TileMapLayers script

Short:
var x = TileMapLayer.new()
x.enabled = false

...

You get the idea.

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You need to dig it in to ground more than 10 layers per layer

deft timber
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I think we are talking about different things :) I am talking about a game like Zelda, for example. Walking up a set of stairs to higher elevation. That layer is also using the same tile set. And how to handle collisions correctly, not blocking if walking into things from the layer below, etc.

quaint sphinx
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Enabled = false does it hide it or you need to hide() it yourself?

If it does hide it I see no other way but to manually disable whole tile set collisions but you need to make tile set for each layer you can do as make unique.

deft timber
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Sorry, I really don't understand what you are talking about with hiding gdmelt - I am not looking to visually hide it. Yes, I am talking about collisions

quaint sphinx
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What I'm talking about is:

If enable = false doesn't hide it you are on a horseback.

If it does you have a headache programming it.

deft timber
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I don't know where the enable = false even came from. I never mentioned that. Either way, I think I have found a solution. Thanks!