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How to manage deeply z-sorting (Citrus Engine recipe)
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// In your GameState class extending StarlingState (working for State and Away3DState too). | |
override public function initialize():void { | |
super.initialize(); | |
// The group property specifies the depth sorting: objects placed in group 1 will be behind objects placed in group 2. | |
// Here both objects have the same group, therefore the first added will be behind the second. | |
var cs1:CitrusSprite = new CitrusSprite("cs1", {x:100, y:100, group:5, view:new Quad(100, 100, 0xFF0000)}); | |
add(cs1); | |
var cs2:CitrusSprite = new CitrusSprite("cs2", {x:150, y:100, group:5, view:new Quad(100, 100, 0x00FF00)}); | |
add(cs2); | |
// Each group is a container, each CitrusObject's view is added to the corresponding container. | |
var container:Sprite = view.getArt(cs1).parent; | |
// You can also change order into this container! | |
container.swapChildren(view.getArt(cs1) as StarlingArt, view.getArt(cs2) as StarlingArt); | |
// We make easily an affect to all children into the group5. | |
container.filter = new BlurFilter(); | |
// group's container are automatically created when a new group is precised into an object. | |
// In our case group from 0-5 are created, default object group is 0. | |
} |
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