pedrohas2000 / pingus

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Exits have a z-sorting problem #53

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Exit currently have a z-pos just like hotspots and many other objects, that 
however causes a few issues when combined with their groundmap-remove ability. 
When an exit is placed with it's default z-pos, it will remove the ground it 
covers, thus making it easier to place the exit so that it is reachable by the 
Pingus. However this leads to the exit being drawn above the groundmap, leading 
to bridges build in front of the exit actually appearing behind it. Adjusting 
the z-pos to be below the groundmap moves the exit as expected, but leads to 
the groundmap-remove feature becoming useless, as it is now the first in the 
chain and thus it will try to remove the ground before it is drawn.

Possible solutions:

* remove the sprite from exit and turn them all into prefabs, like entrances
* use the z-pos just for the remove and draw the sprite at a different z-pos
* make z-pos part of the sprite, not the WorldObj, don't use z-pos to sort 
objects

Original issue reported on code.google.com by grum...@gmail.com on 16 Sep 2011 at 6:38

GoogleCodeExporter commented 9 years ago

Original comment by grum...@gmail.com on 16 Sep 2011 at 6:40