Reputation: 9612
I want to make isometric, tile-based, iPhone games with cocos2D.
Sprites need to be drawn on-top of other sprites that are "behind" it. I'm looking for the best way to do this.
I'd like to avoid the painter's algorithm because it involves sorting all the sprites every frame which is expensive.
The Z buffer algorithm is supported by the GPU and cocos2D so this is what I'd like to use, but there is a problem. Some sprites, like buildings for example, occupy multiple tiles. Assigning a Z value to such sprites is difficult.
These are the options I've thought of:
I will up-vote any suggestions or references to helpful resources.
Upvotes: 0
Views: 651
Reputation: 2809
For #2, you can compute the Manhattan distance of the center of the object and use this value as the z-value of that object. It will work as long as you avoid very long objects in your map like 5x1 object or worse. But if you really need a long object to be placed in a tiled map, managing the z-order of objects in the map by setting a z-value using a formula is impossible.
To prove this:
1.) Place two 2x2 objects in a map horizontally and leave a unit tile between them.
2.) Place a 3x1 object between them. Let's name the 2x2 objects to A and B, and the 3x1 object to C.
3.) If you just rotate C(not changing its position), z-order of A and B interchange.
-If B is now in front, some objects behind B will be in front of A because of just the rotation of C. And it's costly to know which objects in back of both A and B previously will become in front of A after C's rotation.
Upvotes: 1