I have SpriteComponent named Obstacle. I set the priority value to 0 in the super method. But the Obstacle component is regenerated with the update method. It disappears when it exits the screen. When it reoccurs, the priorty value becomes invalid. I am sharing sample screenshots.
The player stays behind the obstacle. GameOverPanel always at the back.
@override
Future<void> onLoad() async {
add(ScreenHitbox());
add(gameRef.homeBackgroundParallaxComponent);
add(gameRef.homeBaseParallax);
add(gameRef.obstacleManager..priority = 0);
add(gameRef.playerManager..priority = 1);
add(gameRef.gameOverPanel..priority = 2);
}
@override
void update(double dt) {
super.update(dt);
gameRef.obstacleManager.updateObstacle(GameConst.gameSpeed * dt);
gameRef.playerManager.changePositionDown(value: GameConst.gravity * dt);
}
- Game Over Panel
class GameOverPanel extends Component with HasGameRef<HopyBirdGame> {
GameOverPanel() : super(priority: 4);
@override
Future<void> onLoad() async {
add(GameOverText());
}
@override
void renderTree(Canvas canvas) {
if (gameRef.gameOver) {
super.renderTree(canvas);
}
}
}
class GameOverText extends SpriteComponent with HasGameRef<HopyBirdGame> {
GameOverText() : super(size: Vector2(300, 80), anchor: Anchor.center);
@override
Future<void>? onLoad() async {
sprite = await gameRef.loadSprite(Assets.gameOver.path);
position = Vector2(gameRef.screenWidth / 2, gameRef.screenHeight / 2);
return super.onLoad();
}
}