Quick facts:
- I'm using Tiled as my Tile-editor.
- I'm using LibGDX. I got everything to work for a old Pokémon styled game.
My problem:
I'm not creating Pokémon. My sprite is 60x20 pixels, but I only want the bottom 20x20 pixels (my feet) as my collision area.
Now, take a tree, with a 20x20pixels unwalkable bottom:
When I'm coming from the bottom, I want the 40 pixels above the feet to be showed infront of the tree. That means 20 pixels infront of the bottom, and 20 pixels above, infront of the actual trees. But, when I'm standing just above the bottom of the tree, I want my player to be completly covered behind the tree.
When I was programming without LibGDX (to a desktop, low low-end) I just rendered all the pixels above my position first, then checked for any items to go above/below me, and then rendered everything else.
Now, I don't know anyway to render just a couple of pixels when I'm using a OrthogonalTileMapRenderer
.