I'm working on a project and it's going super smoothly, but I ran into one problem I can't seem to solve without doing super tedious collision drawing.
The problem is that I made an auto tileset to put down thorny vines. I enabled and set the built-in collisions for the auto tilesets and put them on a "hurtingTile" collision layer. The only problem is that now I pretty much just have a new wall tileset that looks like thorns.
What I wish for is the tileset's collision to be the cause of a "HURT" state, but tilemaps don't have any built-in collision signals.
As a temporary workaround, I made an area2d node with a ton of separate collision shapes that work as static enemies that can hurt the player. This method is functional, but the only problem is that this is not very neat and fills up the tree with a ton of unoptimized nodes.
What I'm asking is if there is anything that I can use that would,
if colliding ----> Get Collision ----> if collision = Player ----> Player.state = HURT
all built into the built-in auto tilemap collisions.
Thank you :)