Overview: If there was such thing as tags on solids that would solve the trick, but unfortunately if I just bound the view with invisible solids then enemies can't pass through (these enemies use bullet behavior as well, so if I try deactivating the solids when the enemy reaches it it'll just bounce off). So I need an alternative way to bound my player to the current visible space... Any suggestions?
Long story:
So I have a game where there are two types of bullet-behaving 'enemies'. The 'square' type bounces off the 'rectangle' type enemy as follows: rectangles are solids but they don't bounce off solids, and squares aren't solids but they do bounce off solids. The square enemy is also warp-behaving while the rectangle enemies aren't. I realised that when I change the viewport (aka screen) area, I can still move my player outside the viewport, but it is bounded by the layout. I want it to be bounded by the viewport (which is configured to be always inside the layout). Unfortunately as described above, if I try to bound the viewport using invisible solids, the square type enemies will also interact with them. If I only activate them/deactivate them based on certain touch-conditions, what if both a square needs to pass through and the player is touching them? So I haven't got any ideas left, any suggestions?
Thanks in advance!!
Eliclax