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  Problem managing the render order of an isometric tiled map with LibGDX.  (Read 164 times)
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Offline GriffinBabe

Junior Newbie


Exp: 7-9 months


Working on my 3rd project.


« Posted 2017-09-13 15:35:55 »

Hello,

I have an Isometric Tiled Map and few Players I want to render with LibGDX. The problem is the render order, so the players can be seen behind or before walls, depending their positions.

I decided to create an ArrayList containing objects (RenderTiles and Players) and their priority, so everytime the game renders, it sorts the ArrayList with a priority variable and then renders the objects in the right order. I created an interface named Renderable that is implemented in the Player class and the RenderTile class.

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public interface Renderable {
   
   public int getPriority(); //The priority on the screen's y axis, thats how I will sort my ArrayList
   public void render(SpriteBatch batch,char direction, int x, int y);  //direction is for the player only, not the tile

}


My problems are:

  • How do I render a single Tile with LibGDX, do you think batch.draw(tile.getTextureRegion(), x, y) works ? (tile is a TiledMapTile Object)
  • How do I get all the tiles from a Tiled Map Layer one by one? So I can create RenderTile objects and add them into my ArrayList
  • How do I sort my ArrayList with one value that all those objects share: int priority (I'm pretty new in programming)

I know these are a lot of questions but I can't find the solution in the LibGdx doc...

Thank you Smiley
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