Instead of map sprites having a background flag, and path nodes having a hidden flag, there could be layers starting at 1, which would tell in which order spheres and map sprites should be rendered.
Example for current games:
Layer 1 would be rendered first, thus falling on the background. Every sprite with background set to true would fall to layer 1.
Then, spheres on layer 1 would be rendered. The layer 1 would be for nodes with hidden flag set, because...
Layer 2 is where all the foreground sprites would be (background flag set to false). This includes pyramids and path masks.
At the end, spheres on layer 2 would be rendered (hidden flag set to false).
Implications:
Path nodes would need to have a new flag, which would determine if spheres around that node can be shootable.
I haven't came up with an idea how would the sphere coloring (dimming when in tunnels) work, and how bonus scarabs and scorpions should know whether they can emit particles.
Instead of map sprites having a
background
flag, and path nodes having ahidden
flag, there could be layers starting at 1, which would tell in which order spheres and map sprites should be rendered.Example for current games:
background
set to true would fall to layer 1.hidden
flag set, because...background
flag set to false). This includes pyramids and path masks.hidden
flag set to false).Implications: