Open BiLLz-BiZiLLiAMz opened 8 months ago
I've been duplicating my tile layer and then changing the tileset to one with the collisions I want, which can be a bit tedious (and easy to forget to do it when making edits and then have messed up collision). Would definitely love a way to have it use the collision mask I want from the start instead of needing to duplicate and manually assign the collision tileset. The reason I do this is because my main tileset has bumpy edges, which leads to move_and_collide's slope collision getting stuck on the bumps. I swap out the bumpy tileset for one with the same tiles but smooth edges, set it's visibility to false, and then use that for collision.
I'm not entirely sure what you are asking for here? Could you explain more clearly?
For me at least I imagine it as something like a mask_index for a tileset, so you can do both collision and visuals for a tilemap with just a single layer. Right now you need separate collision and visual layers if your tileset sprite's shape isn't the precise shape you want for collision. Imagine for example you have a sloped tile with a grass texture on it. You probably don't want your slope's collision to actually have a bumpy textured edge, since that messes with moving up and down the slope smoothly. You'd instead want to use a different collision mask with a smooth slope. Currently this requires two separate layers, which then have to be updated separately each time you make edits to the level. So if you could tell a tilemap to use one sprite for visuals and then a different sprite with the same layout for collision, it'd smooth out the workflow. This is only relevant for the precise collision type, for rectangle it wouldn't make a difference.
Is your feature request related to a problem?
Not related to an issue, just a suggestion to improve a current feature.
Describe the solution you'd like
I love how the collision functions now work with tile maps. I would love it if it could be taken one step further to the point where a custom collider could be selected for each tile instead of just defaulting to a precise collider for each tile.
Describe alternatives you've considered
I have considered making tilesets for collisions and tilesets for decorations, but custom colliders per tile will help streamline the process.
Additional context
No response