in #69 I moved player, enemy and level to different collision layers. I chose the values arbitrarily. This makes it hard to reference in code. We can document which entities go on which layers by specifying layer names in the editor. These should be reflected in editor UI and make it easier to keep track.
Bonus points if you research if it is possible to reference layers by name from code. It will probably be annoying to construct them from code, like it is shown here.
in #69 I moved player, enemy and level to different collision layers. I chose the values arbitrarily. This makes it hard to reference in code. We can document which entities go on which layers by specifying layer names in the editor. These should be reflected in editor UI and make it easier to keep track.
See how to name layers here: https://docs.godotengine.org/en/stable/tutorials/physics/physics_introduction.html#collision-layers-and-masks
Bonus points if you research if it is possible to reference layers by name from code. It will probably be annoying to construct them from code, like it is shown here.