Create layering framework for visuals
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cdsupina commented
The layering of visuals in the game is all over the place. There are some "z level" constants in constants/mod.rs
. Some visuals are hard-coded with a z level. We should have solidly defined z levels (layers) for every visual in the game with a sensible way of accessing the layering data (maybe a resource?).
We also need to decide in what order should visuals appear. (should enemies appear above bosses?, should blasts appear above consumables?, should the player appear below blasts? effects?)