Each tilemap layer has its own Z: an offset added to the Z of the placed tilemap, like a child's Z to its parent, default 0 keeps the previous order (layers right after their map, in list order), a negative Z sorts a layer below the map, on a tie layers keep their list order and follow the hierarchy against other objects; editor scene and game use the same order through the new pure function drawSlots, a tilemap draws into one container per layer, and the tilemap panel gains a Z field for the selected layer with one undo step per change (#174)
game-maker / gate (push) Successful in 1m58s
game-maker / suite (push) Successful in 6m50s

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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adminandClaude Opus 5 committed 2026-09-19 14:03:20 +02:00
1 parent 5385d9e152
commit 47eea2f6e4
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@@ -72,6 +72,11 @@ export function isLayerVisible(layer: TilemapLayer): boolean {
return layer.hidden !== true;
}
/** How far a layer is drawn above its tilemap's own `z` (#174); a layer never given one sits on it. */
export function layerZ(layer: TilemapLayer): number {
return layer.z ?? 0;
}
export function findLayer(asset: { layers: TilemapLayer[] }, layerId: string): TilemapLayer | undefined {
return asset.layers.find((layer) => layer.id === layerId);
}