To-do: fix the ordering of sprite images on the grid.
Currently, a building can hide a bit of person's head when located right above it.
layerDepth should be added to general classes (entity, component.. etc.).
We should have a list of constant layerDepths for the purpose of general classification (background, grid, things on the grid, things over the things on the grid, user-interface (panels))
layerDepth for the WorldObjects will be calculated using their gridLocations.
FYI, in order to activate the automatic ordering of sprites, we need to change the setting when we call spriteBatch.Begin(). Look into the prototypes for more details.
I'm not sure what happens if we set layerDepth for some sprites and don't set it for others. If the default value is not what we want, we'll have to start setting the depth for everything we draw.
To-do: fix the ordering of sprite images on the grid. Currently, a building can hide a bit of person's head when located right above it.
layerDepth should be added to general classes (entity, component.. etc.). We should have a list of constant layerDepths for the purpose of general classification (background, grid, things on the grid, things over the things on the grid, user-interface (panels)) layerDepth for the WorldObjects will be calculated using their gridLocations.
FYI, in order to activate the automatic ordering of sprites, we need to change the setting when we call spriteBatch.Begin(). Look into the prototypes for more details.
I'm not sure what happens if we set layerDepth for some sprites and don't set it for others. If the default value is not what we want, we'll have to start setting the depth for everything we draw.