public class Layer
- Object
- Layer
A named drawing band in a GameLevel: the editor’s “Background / Terrain / Items /
Actors” rows, and the rendering order behind them.
A layer has a #getKind() – Kind#TILE layers paint a grid of asset ids into
cells (stored as a "col,row" -> assetId map), while Kind#ENTITY and
Kind#MODEL layers just group freely-placed GameElements. #isVisible() and
#isLocked() mirror the editor toggles; #getBand() is the layer’s slot in the
stack and is folded into the rendered z-order (band * 1000 + per-sprite z) so a
higher layer always draws over a lower one.
Nested types
enum Layer.Kind | What a layer holds, which decides how its content is realized. |
Constructors
public Layer() | |
public Layer(String name, Layer.Kind kind) |
Methods
Inherited methods
Constructor details
Layer
public Layer()Layer
public Layer(String name, Layer.Kind kind)Method details
getName
public String getName()setName
public Layer setName(String name)getKind
public Layer.Kind getKind()What this layer holds (
Kind#TILE / Kind#ENTITY / Kind#MODEL).setKind
public Layer setKind(Layer.Kind kind)isVisible
public boolean isVisible()setVisible
public Layer setVisible(boolean visible)isLocked
public boolean isLocked()setLocked
public Layer setLocked(boolean locked)getBand
public int getBand()setBand
public Layer setBand(int band)getParallaxX
public float getParallaxX()The horizontal parallax factor applied to every sprite realized from this layer
(default
1 = scrolls with the world). A background layer of clouds/mountains
uses a small factor (e.g. 0.3) so it drifts behind the foreground as the
camera scrolls.getParallaxY
public float getParallaxY()The vertical parallax factor for this layer (default
1); see #getParallaxX().setParallax
public Layer setParallax(float x, float y)tiles
public Map<String, String> tiles()The raw
"col,row" -> assetId map for a tile layer.cellKey
public static String cellKey(int col, int row)The cell key used in the tile map for a column and row.
putTile
public Layer putTile(int col, int row, String assetId)Paints an asset into a tile cell (no-op safety: a null assetId clears it).
getTile
public String getTile(int col, int row)The asset id painted at a cell, or null if the cell is empty.
removeTile
public Layer removeTile(int col, int row)