Hi Jiri, The key here is that you can have 'empty' depth levels i.e. an object at depth 5 and an object at depth 8 with nothing at depth 6 and 7.
You can make the depth dependent on the actual pixel _y value of the object rather than on the y value of the tile - so depth=_y (or more likely depth=startDepth+_y, because you'll want things behind your objects - like the tiles). To handle multiple objects etc. - from memory, when I last did this I wrote a depth manager that did something like: - Reserve 100 'slots' per_ y-value (so you could have up to 100 objects sharing the same vertical position) - Assign a depth value that combines the y value with the first free slot number - so (something like) depth=startDepth+y*100+freeSlotNumberForThisYValue That's not exact, but you get the idea. That way, generally you just need to assign a depth to an object, you don't need to shuffle all the other objects around. IIRC, it worked rather well. Hope that's helpful. Ian On 9/11/07, Jiri Heitlager <[EMAIL PROTECTED]> wrote: > > He guys (and maybe girls), > > I have a question that is related to z-depth managing in an isometric > game, that needs to be made in AS2. > In the game I basically use one abstract layer that holds all the tiles > and their information wheter or not a movable object is allowed to > 'walk' over the tile. Then there is another layer that holds all the > objects, so that includes a player, a computer controlled player and > enviormental objects that players cannot walk through being the > visualization of the first layer. > Every object gets a z-depth assigned. For the players the zdpeth need to > be set based on the tile they are at. This way the players can walk > 'around' the enviorment objects. For the z-depth calculation I use the > tile grid x and y plus the width of the row, this generates an unique > z-depth number and makes sure that the higher the y, the bigger the > z-depth , thus objects appear infront of objects with a lower y index. > Here is the problem I am trying to figure out. If two movable objects, > or even three of them are at the same time on the same tile, then the > above described z-depth managing will fail. How do I deal with that? > > Then another question I have is this. Does every movable object needs to > check/swap z-depth on every frame. Wouldn't that be to CPU intensive? > > I really hope someone can clear this up for me. > > thank you in advance, > > Jiri > _______________________________________________ > Flashcoders@chattyfig.figleaf.com > To change your subscription options or search the archive: > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > > Brought to you by Fig Leaf Software > Premier Authorized Adobe Consulting and Training > http://www.figleaf.com > http://training.figleaf.com > _______________________________________________ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com