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Boss can jump "behind" background layers #242
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We could change the base z value of fighters as well as the parallax layers in the Edit: Actually the z values of the fighters are already in asset files of the levels so we could change the z there. |
Would it not just get overwritten by the ysort system? I tried adding an offset in ysort system but it didn't seem to help |
I also tried offsetting the parallax layers in the level file but it didn't behave as expected |
Should just work by changing the |
That would be compoundingly adding the y to the z every frame though |
Ho right :P in my mind I thought we were adding then subtracting before and after render but I never actually ended up implementing it like that. |
Im going to just add a set value for now so we can get a release out. I tried and it works with 300. But going to leave this open so we can come back to it. |
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yeah we arent using the Ysort offset right now, all fighters are initialized with 0. offset since the foot position stuff takes care of sortof what the ysort offset was doing before, but I think it will come in handy if we get to virtual Z for jumping so I think it makes sense to leave it. I could keep the ysort in that calculation AND add the offset which would probably be more correct, but I'm going to leave it the way it is with the intent of removing the new offset from there entirely or moving it to a const if we decide there is not a better way to deal with it. edit: on second thought I added the ysort back to the calculation in ysort system, and clarified some comments for when we take another look at it #245 |
If any character moves up past a certain Y value their sprite becomes covered by the parallax background sprites. This is currently possible during the jumping portion of the boss' smash attack if it starts from near the upper boundary of the walkable stage.
Also reproducible with player characters by changing
consts::MAX_Y
to be a higher value, then walking upward.Originally posted by @odecay in #241 (comment)
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