Depth sort fix attempt
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@ -61,7 +61,7 @@ function calculateObjectPlacement(mapObj: PlacedMapObject): { x: number; y: numb
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const imageProps = computed(() => ({
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alpha: mapEditor.movingPlacedObject.value?.id == props.placedMapObject.id || mapEditor.selectedMapObject.value?.id == props.placedMapObject.id ? 0.5 : 1,
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tint: mapEditor.selectedPlacedObject.value?.id == props.placedMapObject.id ? 0x00ff00 : 0xffffff,
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depth: calculateIsometricDepth(props.placedMapObject.positionX, props.placedMapObject.positionY, mapObject.value!.frameWidth, mapObject.value!.frameHeight),
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depth: calculateIsometricDepth(props.placedMapObject.positionX, props.placedMapObject.positionY, mapObject.value!.frameWidth, mapObject.value!.frameHeight, mapObject.value!.originX, mapObject.value!.originY),
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...calculateObjectPlacement(props.placedMapObject),
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flipX: props.placedMapObject.isRotated,
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texture: mapObject.value!.id,
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@ -62,14 +62,34 @@ export function createTileArray(width: number, height: number, tile: string = 'b
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return Array.from({ length: height }, () => Array.from({ length: width }, () => tile))
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}
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export const calculateIsometricDepth = (positionX: number, positionY: number, width: number = 0, height: number = 0, isCharacter: boolean = false) => {
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const baseDepth = positionX + positionY
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if (isCharacter) {
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return baseDepth
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}
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return baseDepth + (width + height) / (2 * config.tile_size.width)
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export const calculateIsometricDepth = (
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positionX: number,
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positionY: number,
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width: number = 0,
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height: number = 0,
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originX: number = 0,
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originY: number = 0
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) => {
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// Base depth calculation using isometric coordinates
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// We multiply by a large number to ensure enough space between layers
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const baseDepth = (positionY + positionX) * 1000
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// Calculate the object's bottom-most point considering its dimensions and origin
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const bottomY = positionY + height - (height * originY)
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const rightX = positionX + width - (width * originX)
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// Add position-based offset to ensure objects further down and right appear on top
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const positionOffset = (bottomY + rightX) * 10
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// For regular objects, consider their size
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// Larger objects should generally appear behind smaller ones at the same position
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const sizeOffset = (width + height) * 5
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// Final depth combines all factors
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return baseDepth + positionOffset - sizeOffset
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}
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async function loadTileTextures(tiles: TileT[], scene: Phaser.Scene) {
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// Load each tile into the scene
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for (let tile of tiles) {
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