drunkenoodle Posted May 8, 2014 Share Posted May 8, 2014 Hello everyone,Fairly new to Phaser and have hit an initial 'bump' as it were. I'm attempting to simulate a feeling of z-depth on a tree in an isometric sort of style game, where in that if you walk around the back of the tree, the character appears behind it, but when you come round to the front, the character will then appear to be over the top of it (such as the players head and shoulders). So far I've looked in to setting the z-indexing on a group, and also so far have fathomed that the players y value in comparison to the trees y value will determine what the players z-depth is. I've yet to test this theory, but wanted to see if it could be achieved by easier means. Hope this makes sense, it's quite late, so my skills in finding an accurate explanation are faltering a bit... Thanks very much! Link to comment Share on other sites More sharing options...
jpdev Posted May 9, 2014 Share Posted May 9, 2014 It sounds like this is (exactly?) what you are looking for: http://examples.phaser.io/_site/view_full.html?d=groups&f=depth+sort.js&t=depth%20sort Link to comment Share on other sites More sharing options...
drunkenoodle Posted May 9, 2014 Author Share Posted May 9, 2014 *facepalm* Link to comment Share on other sites More sharing options...
drunkenoodle Posted May 9, 2014 Author Share Posted May 9, 2014 Thank you very much, I'm not even sure how I missed this... (aside a general lack of sense) Link to comment Share on other sites More sharing options...
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