Fix Y-based depth sorting for world objects #32

Merged
tekki merged 5 commits from feature/depth-sorting into master 2026-03-23 20:07:28 +00:00

5 Commits

Author SHA1 Message Date
4f2e9f73b6 ♻️ remove silhouette — Nisse always render above world objects
Depth fixed at 900; isOccluded() and outlineSprite removed.
WorldSystem.hasResourceAt() stays as a useful utility.
2026-03-23 20:05:53 +00:00
84b6e51746 🐛 improve occlusion detection with wider tile check
Expands isOccluded() from same-column-only to a 3x4 tile window
(tileX+-1, tileY+1..4) to catch trees whose canopy extends sideways
and well above the trunk tile. Outline scale bumped to 1.15.
2026-03-23 20:02:40 +00:00
5f646d54ca 🐛 fix Nisse outline only shown when actually occluded
Silhouette now hidden by default and toggled on per frame only when
isOccluded() detects a tree, rock or building 1–3 tiles below the Nisse.
Adds WorldSystem.hasResourceAt() for O(1) tile lookup. Outline colour
changed to light blue (0xaaddff) at scale 1.1.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-23 19:52:37 +00:00
94b2f7f457 add Nisse silhouette outline for occlusion visibility
Fixes #33. Each Nisse now has a white filled outline sprite at depth 900
that is always visible above trees and buildings. The main sprite uses
Y-based depth (floor(y/TILE_SIZE)+5) so Nisse sort correctly with world
objects. Name label, energy bar and job icon moved to depth 901/902 so
they remain readable regardless of occlusion.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-23 19:47:51 +00:00
cd171c859c 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>
2026-03-23 19:40:27 +00:00