Tilemaps can have two objects placed on it, 'p_foreground' and 'p_vanishing' whose placement form a virtual perspective plane, which causes sprites to scale as they move up and down the screen between them, creating the illusion of depth on the screen
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@@ -10,7 +10,7 @@ typedef struct {
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#define AKGL_ITERATOR_OP_RENDER 1 << 1 // 2
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#define AKGL_ITERATOR_OP_RELEASE 1 << 2 // 4
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#define AKGL_ITERATOR_OP_LAYERMASK 1 << 3 // 8
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#define AKGL_ITERATOR_OP_UNDEFINED_4 1 << 4 // 16
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#define AKGL_ITERATOR_OP_TILEMAPSCALE 1 << 4 // 16
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#define AKGL_ITERATOR_OP_UNDEFINED_5 1 << 5 // 32
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#define AKGL_ITERATOR_OP_UNDEFINED_6 1 << 6 // 64
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#define AKGL_ITERATOR_OP_UNDEFINED_7 1 << 7 // 128
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