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[Pingus-CVS] Issue 53 in pingus: Exits have a z-sorting problem
From: |
pingus |
Subject: |
[Pingus-CVS] Issue 53 in pingus: Exits have a z-sorting problem |
Date: |
Fri, 16 Sep 2011 18:39:36 +0000 |
Status: Accepted
Owner: address@hidden
Labels: Type-Defect Priority-Medium
New issue 53 by address@hidden: Exits have a z-sorting problem
http://code.google.com/p/pingus/issues/detail?id=53
Exit currently have a z-pos just like hotspots and many other objects, that
however causes a few issues when combined with their groundmap-remove
ability. When an exit is placed with it's default z-pos, it will remove the
ground it covers, thus making it easier to place the exit so that it is
reachable by the Pingus. However this leads to the exit being drawn above
the groundmap, leading to bridges build in front of the exit actually
appearing behind it. Adjusting the z-pos to be below the groundmap moves
the exit as expected, but leads to the groundmap-remove feature becoming
useless, as it is now the first in the chain and thus it will try to remove
the ground before it is drawn.
Possible solutions:
* remove the sprite from exit and turn them all into prefabs, like entrances
* use the z-pos just for the remove and draw the sprite at a different z-pos
* make z-pos part of the sprite, not the WorldObj, don't use z-pos to sort
objects
- [Pingus-CVS] Issue 53 in pingus: Exits have a z-sorting problem,
pingus <=