I am having a little trouble doing something that is supposed to be very simple. I cannot get the floor of my tiles to display above a background picture. However I can get all my other game objects to show from my control pad, to my HUD to even coins and monsters set up in the same tile map. Basically everything appears in front the background like I expect the floor of my tilemap so it looks like im walking on air. I have tried many things like changing which layer i add the background picture or the tilemap floor too, or even tried setting it the same way i set my characters but same results. Tilemap floor is always at the back. Adding my Set up code, Hope it is helpful too solving the problem.
I created this BG sprite since, I wanted my tilemap to scroll vertically or horzi. automatically. So the easiest way I found to do that was to make the tilemap the child of the "bg" and scroll the "bg" hence scrolling the tile map. However, I have tried setting the background as the child of the bg and setting the Z for both of them but that didnt seem to help. Thanks in advance for any help in solving this
@implementation GameLevelScene
{
SKNode *_worldNode;
SKSpriteNode *bg;
SKSpriteNode *bkg;
}
Init
-(id)initWithSize:(CGSize)size level:(int)level {
if (self = [super initWithSize:size]) {
// [self showBackground];
NSDictionary *levelData = config[@"levels"][level];
//[show background];
if (levelData[@"tmxFile"]) {
[self showBackground];
_tileMap = [ JSTileMap mapNamed:levelData[@"tmxFile"]];
}
//self.backgroundColor = [SKColor colorWithRed:.4 green:.4 blue:.95 alpha:1.0];
// UIImage *bkgb =[UIImage imageNamed:@"land.jpg"];
// self.position=CGPointZero;
// self.anchorPoint=CGPointZero;
// self.backgroundColor=[UIColor colorWithPatternImage:bkgb];
//Above code shows no picture but it changes the color
[self setUpWorld];
[self createChar];
[self controlPadNode];
//[show background];
}
return self;
}
setUpWorld
- (void)setUpWorld
{
bg = [SKSpriteNode spriteNodeWithImageNamed:@"bg3"];
bg.userInteractionEnabled=NO;
bg.anchorPoint = CGPointZero;
bg.zPosition=0;
bg.position = CGPointZero;
bg.name = @"bg";
[self addChild:bg];
_worldNode = [SKNode node];
if (_tileMap) {
[bg addChild:_tileMap];
}
[bg addChild:_worldNode];
self.physicsWorld.contactDelegate = self;
}
create char
- (void)createChar
{
_Layer = [[TmxTileMapLayer alloc]
initWithTmxObjectGroup:[_tileMap
groupNamed:@"LevelOneObjects"]
tileSize:_tileMap.tileSize
gridSize:_bgLayer.gridSize];
[self addChild:_Layer];
}
Create Control
- (SKSpriteNode *)controlPadNode
//-(void)controlPad
{
SKSpriteNode *controlPadNode = [SKSpriteNode spriteNodeWithImageNamed:@"controller.png"];
controlPadNode.position = CGPointMake(100,50);
controlPadNode.name = @"controlPadNode";
controlPadNode.zPosition = 1.0;
[self addChild:controlPadNode];
}
background
-(void)showBackground
{
bkg = [SKSpriteNode spriteNodeWithImageNamed:@"desert_land.jpg"];
bkg.userInteractionEnabled=NO;
bkg.anchorPoint = CGPointZero;
bkg.position = CGPointZero;
bkg.zPosition=-1;
bkg.name = @"bkg";
// [self addChild:bkg];
//[_tileMap addChild:bkg];
// [_worldNode addChild:bkg];
[bg addChild:bkg];
}