Depth sort fix attempt

This commit is contained in:
Dennis Postma 2025-02-13 14:50:46 +01:00
parent 16720777c9
commit ddc26a021b
3 changed files with 33 additions and 13 deletions

12
package-lock.json generated
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@ -1781,9 +1781,9 @@
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@ -2880,9 +2880,9 @@
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@ -61,7 +61,7 @@ function calculateObjectPlacement(mapObj: PlacedMapObject): { x: number; y: numb
const imageProps = computed(() => ({
alpha: mapEditor.movingPlacedObject.value?.id == props.placedMapObject.id || mapEditor.selectedMapObject.value?.id == props.placedMapObject.id ? 0.5 : 1,
tint: mapEditor.selectedPlacedObject.value?.id == props.placedMapObject.id ? 0x00ff00 : 0xffffff,
depth: calculateIsometricDepth(props.placedMapObject.positionX, props.placedMapObject.positionY, mapObject.value!.frameWidth, mapObject.value!.frameHeight),
depth: calculateIsometricDepth(props.placedMapObject.positionX, props.placedMapObject.positionY, mapObject.value!.frameWidth, mapObject.value!.frameHeight, mapObject.value!.originX, mapObject.value!.originY),
...calculateObjectPlacement(props.placedMapObject),
flipX: props.placedMapObject.isRotated,
texture: mapObject.value!.id,

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@ -62,14 +62,34 @@ export function createTileArray(width: number, height: number, tile: string = 'b
return Array.from({ length: height }, () => Array.from({ length: width }, () => tile))
}
export const calculateIsometricDepth = (positionX: number, positionY: number, width: number = 0, height: number = 0, isCharacter: boolean = false) => {
const baseDepth = positionX + positionY
if (isCharacter) {
return baseDepth
}
return baseDepth + (width + height) / (2 * config.tile_size.width)
export const calculateIsometricDepth = (
positionX: number,
positionY: number,
width: number = 0,
height: number = 0,
originX: number = 0,
originY: number = 0
) => {
// Base depth calculation using isometric coordinates
// We multiply by a large number to ensure enough space between layers
const baseDepth = (positionY + positionX) * 1000
// Calculate the object's bottom-most point considering its dimensions and origin
const bottomY = positionY + height - (height * originY)
const rightX = positionX + width - (width * originX)
// Add position-based offset to ensure objects further down and right appear on top
const positionOffset = (bottomY + rightX) * 10
// For regular objects, consider their size
// Larger objects should generally appear behind smaller ones at the same position
const sizeOffset = (width + height) * 5
// Final depth combines all factors
return baseDepth + positionOffset - sizeOffset
}
async function loadTileTextures(tiles: TileT[], scene: Phaser.Scene) {
// Load each tile into the scene
for (let tile of tiles) {