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Thread: Isometric Layering Platform Problem.

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    Clicker Fusion 2.5

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    Isometric Layering Platform Problem.

    I need help with figuring out how to layer objects correctly when it comes to platforms in an isometric game.

    When the player is not on the platform but moves to the back of it, I need his order to be behind the platform. And likewise, if he's over or on top of it or is jumping while lower than it (according to Y position), I need his order to be in front of the platform.

    Is the secret within the Layer Object, or is there some other means to get this to work right?

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleMac Export Module
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    Re: Isometric Layering Platform Problem.

    You can use the Layer Object to generally order everything by Y position (sort Y I believe it is called, but don't hold me to it). Or on specific events you can use the Object Picker function in the Layer Object to put Object A on top of Object B.

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    Re: Isometric Layering Platform Problem.

    Unfortunately it's not that easy.

    The example file in this thread will hopefully show you what I mean:
    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=181206&#Post181 206

    I gave the platforms height values and used the Layer Object to Decrease by Alterable Value (In which I just chose Alterable Value Z to be the Y Position of the object minus its height value). Something like that will work just fine when it comes to other objects that'll look like the player. The Aqua Diamond demonstrates that well--walking to the middle of it and then jumping. But the layering doesn't look right when falling behind a platform. You'll know when you're not on a platform because the code has the player run into its sides.

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    Re: Isometric Layering Platform Problem.

    Yep...

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    Re: Isometric Layering Platform Problem.

    Then you have to trigger it when a player is on the platform.

    Player has jumped on platform
    - Set alterable value a to 1

    Player has walked off platform
    - Set alterable value a to 0

    player overlapping platform
    value a = 1
    - bring to front

    player overlapping platform
    value a = 0
    - move behind platform

    The main challenge is having a foolproof way of getting the player to trigger whether he's on or off a platform. You need an event to detect where a player lands after he's jumped. And likewise if you have ramps, the ramps need to trigger the on/off platform flag. You also have to check when a player has walked off a platform. Eg. Player is not overlapping a platform.

    And by the player, you have to use a root location (eg. the player's shadow or an invisible object), not the character animation, otherwise jumping will allow you to move onto platforms unrealistically.

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