TLDR: Is there a way to set a tile’s depth (based on its world y position)?
In my Orthogonal game, I want the player to be able to walk behind a wall, or have the player stand in front of the wall.
I’m setting the player’s depth to the player’s Y position.
I’d like to set the wall tile’s depth to it’s Y position, so that if my player stands behind it, the wall is rendered first.
Unfortunately, the depth property of the tile seems to be ignored.
In a depth sorting example of phaser 3, tiles are not drawn using the createLayer function, instead sprites are being added manually.
Do I have to do the same?