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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@@ -101,6 +101,7 @@ export function sceneHooks({ state, editor }: HookContext) {
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name: layer.name,
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hidden: layer.hidden === true,
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z: layerZ(layer),
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sortByY: layer.sortByY === true,
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cells: Object.keys(layer.cells).length,
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})) ?? null,
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/** What the scene view drew: meshes (one draw call each), cells and visible layers. */
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@@ -164,6 +165,11 @@ export function sceneHooks({ state, editor }: HookContext) {
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const field = widgets && target && widgets.layers.valueField(paintedLayerId(state, target.asset));
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return field ? { ...centreOf(field), value: field.value } : null;
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},
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/** The Sort by Y box of the painted layer (#228), with whether it is ticked. */
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sortByYAt: () => {
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const box = currentTilemapWidgets()?.sortByY;
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return box ? { ...centreOf(box), checked: box.checked } : null;
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},
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/** The duplicate mark on the painted layer's row. */
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duplicateLayerAt: () => {
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const widgets = currentTilemapWidgets();
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