Fix Y-based depth sorting for world objects #32
@@ -179,18 +179,19 @@ export class GameScene extends Phaser.Scene {
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const name = `bobj_${building.id}`
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const name = `bobj_${building.id}`
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if (this.children.getByName(name)) continue
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if (this.children.getByName(name)) continue
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const worldDepth = building.tileY + 5
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if (building.kind === 'chest') {
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if (building.kind === 'chest') {
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const g = this.add.graphics().setName(name).setDepth(8)
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const g = this.add.graphics().setName(name).setDepth(worldDepth)
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g.fillStyle(0x8B4513); g.fillRect(wx - 10, wy - 7, 20, 14)
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g.fillStyle(0x8B4513); g.fillRect(wx - 10, wy - 7, 20, 14)
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g.fillStyle(0xCD853F); g.fillRect(wx - 9, wy - 6, 18, 6)
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g.fillStyle(0xCD853F); g.fillRect(wx - 9, wy - 6, 18, 6)
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g.lineStyle(1, 0x5C3317); g.strokeRect(wx - 10, wy - 7, 20, 14)
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g.lineStyle(1, 0x5C3317); g.strokeRect(wx - 10, wy - 7, 20, 14)
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} else if (building.kind === 'bed') {
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} else if (building.kind === 'bed') {
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this.add.image(wx, wy, 'bed_obj').setName(name).setDepth(8)
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this.add.image(wx, wy, 'bed_obj').setName(name).setDepth(worldDepth)
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} else if (building.kind === 'stockpile_zone') {
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} else if (building.kind === 'stockpile_zone') {
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this.add.image(wx, wy, 'stockpile_obj').setName(name).setDepth(4).setAlpha(0.8)
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this.add.image(wx, wy, 'stockpile_obj').setName(name).setDepth(4).setAlpha(0.8)
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} else if (building.kind === 'forester_hut') {
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} else if (building.kind === 'forester_hut') {
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// Draw a simple log-cabin silhouette for the forester hut
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// Draw a simple log-cabin silhouette for the forester hut
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const g = this.add.graphics().setName(name).setDepth(8)
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const g = this.add.graphics().setName(name).setDepth(worldDepth)
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// Body
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// Body
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g.fillStyle(0x6B3F16); g.fillRect(wx - 12, wy - 9, 24, 18)
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g.fillStyle(0x6B3F16); g.fillRect(wx - 12, wy - 9, 24, 18)
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// Roof
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// Roof
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@@ -32,7 +32,7 @@ export class BuildingSystem {
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create(): void {
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create(): void {
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this.ghost = this.scene.add.rectangle(0, 0, TILE_SIZE, TILE_SIZE, 0x00FF00, 0.35)
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this.ghost = this.scene.add.rectangle(0, 0, TILE_SIZE, TILE_SIZE, 0x00FF00, 0.35)
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this.ghost.setDepth(20)
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this.ghost.setDepth(1000)
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this.ghost.setVisible(false)
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this.ghost.setVisible(false)
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this.ghost.setStrokeStyle(2, 0x00FF00, 0.8)
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this.ghost.setStrokeStyle(2, 0x00FF00, 0.8)
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@@ -40,7 +40,7 @@ export class BuildingSystem {
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fontSize: '10px', color: '#ffffff', fontFamily: 'monospace',
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fontSize: '10px', color: '#ffffff', fontFamily: 'monospace',
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backgroundColor: '#000000aa', padding: { x: 3, y: 2 }
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backgroundColor: '#000000aa', padding: { x: 3, y: 2 }
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})
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})
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this.ghostLabel.setDepth(21)
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this.ghostLabel.setDepth(1001)
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this.ghostLabel.setVisible(false)
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this.ghostLabel.setVisible(false)
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this.ghostLabel.setOrigin(0.5, 1)
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this.ghostLabel.setOrigin(0.5, 1)
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@@ -47,10 +47,10 @@ export class ResourceSystem {
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sprite.setOrigin(0.5, 0.75)
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sprite.setOrigin(0.5, 0.75)
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}
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}
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sprite.setDepth(5)
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sprite.setDepth(node.tileY + 5)
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const healthBar = this.scene.add.graphics()
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const healthBar = this.scene.add.graphics()
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healthBar.setDepth(6)
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healthBar.setDepth(node.tileY + 6)
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healthBar.setVisible(false)
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healthBar.setVisible(false)
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this.sprites.set(node.id, { sprite, node, healthBar })
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this.sprites.set(node.id, { sprite, node, healthBar })
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@@ -110,7 +110,7 @@ export class TreeSeedlingSystem {
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const key = `seedling_${Math.min(s.stage, 2)}`
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const key = `seedling_${Math.min(s.stage, 2)}`
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const sprite = this.scene.add.image(x, y, key)
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const sprite = this.scene.add.image(x, y, key)
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.setOrigin(0.5, 0.85)
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.setOrigin(0.5, 0.85)
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.setDepth(5)
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.setDepth(s.tileY + 5)
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this.sprites.set(s.id, sprite)
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this.sprites.set(s.id, sprite)
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}
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}
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