fringe layer

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Paolo

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Apr 9, 2014, 8:49:38 AM4/9/14
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I am testing some of the tmw maps, all is working well, but I was wondering how to manage the fringe layer.

I mean, if the player is walking behind the fringe tiles, everything goes well. But sometime the player is indeed walking over the fringe tiles, and in this case it seems that some part of the player is invisible with no reason. Is there something I can do to avoid this problem?

B W

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Apr 9, 2014, 4:21:39 PM4/9/14
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Hi,

I have not noticed this issue. Usually you want to insert the avatar and other mobile objects into the fringe layer, then sort everything on rect.bottom to arrange the blit order. This takes care of it.

If this does not clear it up for you, please provide a way for me to reproduce the issue.

Gumm


On Wed, Apr 9, 2014 at 5:49 AM, Paolo <harr...@gmail.com> wrote:
I am testing some of the tmw maps, all is working well, but I was wondering how to manage the fringe layer.

I mean, if the player is walking behind the fringe tiles, everything goes well. But sometime the player is indeed walking over the fringe tiles, and in this case it seems that some part of the player is invisible with no reason. Is there something I can do to avoid this problem?

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Paolo

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Apr 10, 2014, 2:59:27 AM4/10/14
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Thank you for your hint.
I have verified my code discovering that I was adding avatar to the second  layer which is "fringe" only when the map has one ground level, but tmw "map 002-1.tmx" has 3 ground levels and the fringe is the 4th (number 3 starting with 0).
So I think I will change my code adding a function to detect the fringe layer right number using the name property in tiled.map layers.
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