First off, thanks that you people took the time to help me out and thank you Jobe for sending me your class. I appreciate that, but would really like to program the game myself from scratch to get a full understanding on how games like this are made.

I am reading all the replies and trying to see if I am understand them correctly. Basically I have two options. Give every movable object the depth of the screen _y value and make sure that objects can never be on the same _y position. Second option. If the movable objects only move one tile at a time, meaning that their screen _y position could sometimes be the same, I need to assign for every tile a range of n numbers of depth that can be taken. Then check for an available depth within each tiles indivudual range of depth , when a movable objects is on a tile.

@Danny, could please explain your comment on subsorting a bit more. I am not quit sure if I understand it.

> However, you can optimise quite a bit
> by sub-sorting - if you know that object 1 is in the rear 16 tiles and
> object 2 is in the front 16 tiles, no need to check the z-order.

Jiri

Danny Kodicek wrote:
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?

If this is possible in your game then you'll need to either store sub-tile
positions and z-sort further on those (you could, for example, assign ten
z-slots per tile to ensure that you have more space) or randomly choose one
to be in front of the other (if there's only one position per tile, then it
doesn't matter which one gets drawn in front).

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?

Depends how you do it. If there's only a few movable objects, this shouldn't
be particularly hard on the machine - Flash isn't the fastest thing in the
world, but it's fast enough for that. However, you can optimise quite a bit
by sub-sorting - if you know that object 1 is in the rear 16 tiles and
object 2 is in the front 16 tiles, no need to check the z-order.

Danny

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