DisplayChiphas a special
layersproperty which helps define the rendering priority of each draw call. You can find this by editing the
data.json file directly. By default, Pixel Vision 8 games will have six layers.
This is the default background color which is used to clear the screen. It can not be directly drawn to.
Sprites drawn to this layer will appear behind the tilemap (if there is transparency in the tile sprite).
All tiles in the tilemap are rendered to a special layer called the Tilemap Cache to help with rendering performance. You can also draw directly to the Tilemap Cache, which shows up above any existing tile pixel data.
This is the default sprite layer and is drawn on top of the tilemap.
This is a special layer that sits above the sprites letting you draw UI on top of the other layers.
This final layer sits on top of the UI layer and is designed for special sprite calls that must be on top of all the other layers such as mouse cursors or special effects like borders.
You can limit the number of layers to better match other console rendering limitations. For example, the original Nintendo only supported the first four layers. On the other hand, the original Game Boy could support the first five layers since it had a special Window layer which you can emulate by using the UI layer.
By changing the number of layers, you will limit the maximum
DrawModevalue. That means changing the layers property to 4 will ignore any
DrawMode.SpriteAbove requests. You should only change this value if you really want to strictly enforce the layer rendering for a given game. It’s best to just ignore the
DrawModesyou don’t want to use.