✨ fix depth sorting for world objects by tileY
Fixes #31. All trees, rocks, seedlings and buildings now use tileY+5 as depth instead of a fixed value, so objects further down the screen always render in front of objects above them regardless of spawn order. Build ghost moved to depth 1000/1001. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -47,10 +47,10 @@ export class ResourceSystem {
|
||||
sprite.setOrigin(0.5, 0.75)
|
||||
}
|
||||
|
||||
sprite.setDepth(5)
|
||||
sprite.setDepth(node.tileY + 5)
|
||||
|
||||
const healthBar = this.scene.add.graphics()
|
||||
healthBar.setDepth(6)
|
||||
healthBar.setDepth(node.tileY + 6)
|
||||
healthBar.setVisible(false)
|
||||
|
||||
this.sprites.set(node.id, { sprite, node, healthBar })
|
||||
|
||||
Reference in New Issue
Block a user