On Fri, 7 Nov 2008 15:39:49 -0500, Michael Fiano <[EMAIL PROTECTED]> wrote: > Thanks, I got it. However, by having the map drawn to the screen before > the player, the player is always on top of tiles even when it should be > behind it. Therefor I still need some kind of foreground layer. I'm not > sure what the best way to do this is? A subsurface, copy, new surface > with same dimensions? also how am i going to link both layers together > and have the player draw in between? Any help is appreciated.
That's a common problem. You're talking about situations like the hero standing on grass (which should be drawn before him) and behind a tree (which should be drawn after him), right? One solution is to make a new layer of tiles that's drawn in a second pass. Another is to mess with the game's perspective so that this never happens, eg. you can never walk behind a wall. There are a couple of possible ways to store a second-layer set of data; either use a second list of what tile goes where (where most will say "nothing"), or a list specifying only the spots where there is something (eg. "tree at 42,0"). With the second method you could treat the in-front-of-player objects as being like sprites in that they're large things drawn separately from the tiles.