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One way to achieve this is by creating individual nodes for each area and then using signals to communicate between them. For example, if the player enters a trigger area within one node, that node can emit a signal to all other nodes indicating that they should not respond to the player's actions.

Another approach is to use groups to organize the areas and then check if the current area the player is in is part of a specific group before applying any effects. This can be done using the "isingroup" method in a script or by using the "Area2D" node's "group" property.

Lastly, you can use code to specifically target a single area. For instance, you could use an "if" statement that checks if the player is within a specific area and only applies effects to that area.