DrawOrder of Sprite added to Tilemap

Hello community, I’ve been working on a isometric tilebased sandbox game for a while now and I’ve ran into some trouble with transparency/masking/zOrder of my animated player sprite.

The bevahiour described here
http://www.cocos2d-x.org/wiki/TileMap#z-order-and-depth-buffer
doesn’t seem to work.

From what I’ve read this is an issue of CCSpriteBatchNode or the new FastTMX engine in that unlike earlier versions it renders all the tiles in one go, making it impossible to place an added sprite using localZOrder, and the openGL approach using cc_vertexZ displays a black rectangle around the sprite instead of ignoring the alpha channel at best.

as seen here:


I read somewhere you could achieve this behaviour with localZOrder and then calling a childReorder to sort the children of the layer, but I failed to find a function to set the _reorder-child:dirty value visible in the browser inspector console (though I am not sure changing this value would achieve the goal of changing the drawing order according to the localZOrder).

Has anyone found a way to get this to work in cocos creator/cocos2djs ?

Or is it something simple that I simply keep missing?

thanks in advance

cheers

@pandamicro @yangws

according to the closed issue this class should solve the problem:
http://www.cocos2d-x.org/reference/native-cpp/V3.3/d4/d7d/classcocos2d_1_1experimental_1_1_t_m_x_tiled_map.html

is it possible to access the class from javascript at this point in time? if not are there any plans for it?

thanks in advance
cheers

hello

I was wondering what the status on this issue is right now. I would really appreciate any news as it’s kind of essential for the game I am working on.

thanks in advance

cheers