Open pkulev opened 7 years ago
I like the idea of project, but prefer to think about it as config overlay or override.
The idea of sorting layers are basically Z-level aka render order, or priority, but with meaningful names. It's ok, but integers are better suited for this task:
Though names are good. I think we might try to consider it despite above points, but certainly {name : z-level} dictionary would do much better than just a list.
{name : z-level} dictionary
- maybe it would be difficult to sort. In list we know order, here we need to do something. Ok, need to check sortings in console.
For what we need so many layers?
Player and enemies have one layer because they are collidable and not intended to overlap each other for instance. Background animation I suppose is changing background state, in background object it belongs.
Will return to this after prototyping?
maybe it would be difficult to sort
Why? Just sort by value, and that's it.
For what we need so many layers?
Now we indeed don't need so many. Maybe it's a good idea after all.
Player and enemies have one layer because they are collidable
I don't think so. Colliding must not rely on rendering order. Rendering is for rendering.
Background animation I suppose is changing background state, in background object it belongs.
Imagine tunnels or hollow mountain passage, or hanging cliffs at sides of the main path. It still obeys background rules (scrolling), but must be rendered on top of crafts.
Will return to this after prototyping?
Yep, I think this might be the best way.
Idea
Good combines with implementing some sort of
projects
.sorting layers
:"default"
is initial value for every untagged object.This is unity-like alternative to Renderable.render_priority with meaningfulness instead of strange integers.
Implementation
Maybe a little difficult to implement sorting, need some kind of prototyping.
@taptap, let's discuss it.