TilemapRenderOrder

ceramic.TilemapRenderOrder (Enum)

Defines the order in which tiles are rendered in a tilemap.

The render order determines the drawing sequence of tiles, which affects their depth/layering when tiles overlap or when using isometric projections. This is particularly important for proper visual layering in non-orthogonal tilemap orientations.

Render Orders

  • RIGHT_DOWN: Start top-left, go right then down (default for most games)
  • RIGHT_UP: Start bottom-left, go right then up (useful for some isometric games)
  • LEFT_DOWN: Start top-right, go left then down
  • LEFT_UP: Start bottom-right, go left then up

Usage Example

var tilemapData = new TilemapData();
tilemapData.renderOrder = RIGHT_DOWN; // Standard left-to-right, top-to-bottom

// For isometric games, you might use:
tilemapData.orientation = ISOMETRIC;
tilemapData.renderOrder = RIGHT_UP; // Ensures proper depth sorting

Constructors

RIGHT_DOWN

RIGHT_DOWN

Render tiles from left to right, top to bottom. This is the most common render order, starting at the top-left corner. Tiles in lower rows will appear in front of tiles in higher rows.

RIGHT_UP

RIGHT_UP

Render tiles from left to right, bottom to top. Starts at the bottom-left corner of the map. Tiles in higher rows will appear in front of tiles in lower rows.

LEFT_DOWN

LEFT_DOWN

Render tiles from right to left, top to bottom. Starts at the top-right corner of the map. Tiles on the left will appear in front of tiles on the right.

LEFT_UP

LEFT_UP

Render tiles from right to left, bottom to top. Starts at the bottom-right corner of the map. Combines the depth sorting of RIGHT_UP with right-to-left ordering.

Metadata

Name Parameters
:flatEnum -