Thread: [Engine] Pokemon Java Engine
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Old February 15th, 2013 (8:07 AM).
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danice123 danice123 is offline
    Join Date: Sep 2007
    Age: 23
    Gender: Male
    Posts: 14
    I've decided for layers I will be using a system that should be a lot easier to use and a lot more intuitive. Each map will have an infinite amount of layers of tiles. Entities will be rendered over the layer that they are on, and the layer above them, but they will not be able to move over areas with tiles on a layer that directly above them. And any layers two or more layers above the entity will be rendered over them. This would allow for intuitive mapping where the dev just creates the map with layers that would make sense, and the game uses that as the collision map for the map. This does make a few things a little weird, like doors need to be on the same layer of the player that will walk through them, but overall it should work a lot better. This also allows me to make a lot more generic tiles, as I can depend on tiles that would be above layer one having something rendered under them to render through the transparency.

    Layer 0

    Layer 1

    Layer 2

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