![]() My 'depthSorter' object creates a Data Structure, adds each instance to it and loops through, sorting the depth of each relative to the player. This function can be used in two ways depending on what you wish to check. 'self' simply holds the functioning instances id. Is there any way I can make this whole layer act as if it was a single object so I can add it to my Parent Depth Object, or do I have to create a separate object for each ground item? 'self' refers strictly to the instance using it 'with self' will accomplish very little, since youll just be having the instance telling itself to do something, which is default behavior as is. Draw the clip area surface at its top-left corner coordinates. Draw the graphics into it, offsetting them (either directly or via d3dtransform) by clip areas top-left corner coordinates. Slopes and more advanced tile collisions are likely to be covered in a future. Mouseover to view, click resize clip region This one is the most common case and the one that is the easiest to implement: Create a clip-area-sized surface. I want the player to be able to appear behind or in front of these too. How to collide with a tilemap layer, pixel perfect. I have 'ground items' (barrels, rocks etc.) drawn to a single tile layer in each room. Create sprites for the player plane and for the background Right click on Sprite and select Create sprite in the resource panel. Each child of this object (NPC's, crops) has its depth sorted relative to the player object to appear in front or behind the player. ![]() I'm essentially making a Stardew Valley clone, using tile sets and tile layers to draw the background of each room.
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