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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




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