Moving and falling platforms in the level are instances of the same object, objVVPlatform. All technicaly have the same value of depth and, since objPlayer has the same value but is created after them, it should be on top.
Yet, the platforms that have a mode set in their creation code appear above objPlayer. The depth of both the platforms and objPlayer is 0.
A test was made to take the first platform without a depth issue, and add a mode to it in creation code. The depth issue appeared on it as well.
Why split hairs, the depth variable's purpose is this.
Since no tiles on the map have a depth=1, the value of depth will be changed to 1 for objVVPlatform whose mode is superior to 0.
Only tested in VVZ Act 1 Past so far:
Moving and falling platforms in the level are instances of the same object, objVVPlatform. All technicaly have the same value of
depth
and, since objPlayer has the same value but is created after them, it should be on top.Yet, the platforms that have a
mode
set in their creation code appear above objPlayer. Thedepth
of both the platforms and objPlayer is 0.A test was made to take the first platform without a depth issue, and add a
mode
to it in creation code. The depth issue appeared on it as well.