fix depth sorting for world objects by tileY

Fixes #31. All trees, rocks, seedlings and buildings now use
tileY+5 as depth instead of a fixed value, so objects further
down the screen always render in front of objects above them
regardless of spawn order. Build ghost moved to depth 1000/1001.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-23 19:40:27 +00:00
parent 87f69b4774
commit cd171c859c
4 changed files with 9 additions and 8 deletions

View File

@@ -179,18 +179,19 @@ export class GameScene extends Phaser.Scene {
const name = `bobj_${building.id}` const name = `bobj_${building.id}`
if (this.children.getByName(name)) continue if (this.children.getByName(name)) continue
const worldDepth = building.tileY + 5
if (building.kind === 'chest') { if (building.kind === 'chest') {
const g = this.add.graphics().setName(name).setDepth(8) const g = this.add.graphics().setName(name).setDepth(worldDepth)
g.fillStyle(0x8B4513); g.fillRect(wx - 10, wy - 7, 20, 14) g.fillStyle(0x8B4513); g.fillRect(wx - 10, wy - 7, 20, 14)
g.fillStyle(0xCD853F); g.fillRect(wx - 9, wy - 6, 18, 6) g.fillStyle(0xCD853F); g.fillRect(wx - 9, wy - 6, 18, 6)
g.lineStyle(1, 0x5C3317); g.strokeRect(wx - 10, wy - 7, 20, 14) g.lineStyle(1, 0x5C3317); g.strokeRect(wx - 10, wy - 7, 20, 14)
} else if (building.kind === 'bed') { } else if (building.kind === 'bed') {
this.add.image(wx, wy, 'bed_obj').setName(name).setDepth(8) this.add.image(wx, wy, 'bed_obj').setName(name).setDepth(worldDepth)
} else if (building.kind === 'stockpile_zone') { } else if (building.kind === 'stockpile_zone') {
this.add.image(wx, wy, 'stockpile_obj').setName(name).setDepth(4).setAlpha(0.8) this.add.image(wx, wy, 'stockpile_obj').setName(name).setDepth(4).setAlpha(0.8)
} else if (building.kind === 'forester_hut') { } else if (building.kind === 'forester_hut') {
// Draw a simple log-cabin silhouette for the forester hut // Draw a simple log-cabin silhouette for the forester hut
const g = this.add.graphics().setName(name).setDepth(8) const g = this.add.graphics().setName(name).setDepth(worldDepth)
// Body // Body
g.fillStyle(0x6B3F16); g.fillRect(wx - 12, wy - 9, 24, 18) g.fillStyle(0x6B3F16); g.fillRect(wx - 12, wy - 9, 24, 18)
// Roof // Roof

View File

@@ -32,7 +32,7 @@ export class BuildingSystem {
create(): void { create(): void {
this.ghost = this.scene.add.rectangle(0, 0, TILE_SIZE, TILE_SIZE, 0x00FF00, 0.35) this.ghost = this.scene.add.rectangle(0, 0, TILE_SIZE, TILE_SIZE, 0x00FF00, 0.35)
this.ghost.setDepth(20) this.ghost.setDepth(1000)
this.ghost.setVisible(false) this.ghost.setVisible(false)
this.ghost.setStrokeStyle(2, 0x00FF00, 0.8) this.ghost.setStrokeStyle(2, 0x00FF00, 0.8)
@@ -40,7 +40,7 @@ export class BuildingSystem {
fontSize: '10px', color: '#ffffff', fontFamily: 'monospace', fontSize: '10px', color: '#ffffff', fontFamily: 'monospace',
backgroundColor: '#000000aa', padding: { x: 3, y: 2 } backgroundColor: '#000000aa', padding: { x: 3, y: 2 }
}) })
this.ghostLabel.setDepth(21) this.ghostLabel.setDepth(1001)
this.ghostLabel.setVisible(false) this.ghostLabel.setVisible(false)
this.ghostLabel.setOrigin(0.5, 1) this.ghostLabel.setOrigin(0.5, 1)

View File

@@ -47,10 +47,10 @@ export class ResourceSystem {
sprite.setOrigin(0.5, 0.75) sprite.setOrigin(0.5, 0.75)
} }
sprite.setDepth(5) sprite.setDepth(node.tileY + 5)
const healthBar = this.scene.add.graphics() const healthBar = this.scene.add.graphics()
healthBar.setDepth(6) healthBar.setDepth(node.tileY + 6)
healthBar.setVisible(false) healthBar.setVisible(false)
this.sprites.set(node.id, { sprite, node, healthBar }) this.sprites.set(node.id, { sprite, node, healthBar })

View File

@@ -110,7 +110,7 @@ export class TreeSeedlingSystem {
const key = `seedling_${Math.min(s.stage, 2)}` const key = `seedling_${Math.min(s.stage, 2)}`
const sprite = this.scene.add.image(x, y, key) const sprite = this.scene.add.image(x, y, key)
.setOrigin(0.5, 0.85) .setOrigin(0.5, 0.85)
.setDepth(5) .setDepth(s.tileY + 5)
this.sprites.set(s.id, sprite) this.sprites.set(s.id, sprite)
} }