Let a tilemap layer sort its rows by Y with the objects (#228)
A tilemap layer was one piece in the draw order, so a figure stood either in front of a whole layer of trees or behind all of it. For a top-down game the trees in front of the figure's feet have to cover it and the ones behind must not. - A new "Sort by Y" box under the layer list sets `sortByY` on the painted layer. Every change is its own undo step. - Such a layer comes as one draw slot per row. On its `z`, the rows and all objects on that `z` are sorted by where they stand: the bottom of an object's box, the bottom of a row. Ties keep the hierarchy order, and other `z` values are untouched. - A layer drawn as one piece and the map's own node stay behind the sorted ones on the same `z`, since neither has a single place to stand. Ground belongs on a lower `z` or stays unsorted. - A new tile property "Sort offset" (whole rows, -16 to 16) lets a crown sort with the trunk below it. - `TilemapField` draws a container per row for such a layer, and picking takes the row into account, so a click picks what is drawn in front. Scene view, game view and play share the same rule. Limits: on a rotated map "down" is world Y. A layer sorted by Y costs about one draw call per row and tile instead of one per tile. Tests: - ./check.sh: 160 files, 2350 tests, CHECK EXIT 0 (before 2340). - 10 new unit tests in tests/viewport/sort-by-y.test.ts. - e2e 39-43: ALL PASSED, 148 checks. New check 40p-iii ticks the box and finds the slot of row 0, undo brings back the whole layer. - Counter checks: without the Y sort 5 unit tests fail, with the offset ignored 5, with no row in picking 1. If TilemapField draws no rows, exactly 40p-iii fails in e2e. - The e2e sum in the README is 1378, counted, not yet seen in CI. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -309,6 +309,33 @@ function setLayerZ(layer: TilemapLayer, z: number): void {
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else layer.z = z;
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}
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/** Whether a layer is drawn row by row and sorted in by Y (#228); off is stored as nothing. */
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export class SetTilemapLayerSortByYCommand implements Command {
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readonly label: string;
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constructor(
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private readonly assetId: string,
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private readonly layerId: string,
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private readonly sortByY: boolean,
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) {
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this.label = sortByY ? 'Sort layer by Y' : 'Stop sorting layer by Y';
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}
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execute(project: Project): void {
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this.apply(project, this.sortByY);
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}
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undo(project: Project): void {
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this.apply(project, !this.sortByY);
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}
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private apply(project: Project, sortByY: boolean): void {
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const layer = requireTilemapLayer(project, this.assetId, this.layerId);
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if (sortByY) layer.sortByY = true;
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else delete layer.sortByY;
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}
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}
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/** A hidden layer keeps its cells and is left out of the drawing, in the editor and in the game alike. */
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export class SetTilemapLayerHiddenCommand implements Command {
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readonly label: string;
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