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i have map animated.tmx in my asset that i created with Tiled software,
🧭 Context and Goal
I'm building a game using Flame (v1.11.0) with the Leap platformer library, leveraging .tmx maps and object layers for level content.
My goal is to insert animated objects (custom Flame components) — such as cow_zone areas — between specific Tiled map layers during gameplay. These animated tiles are parsed from ObjectGroup layers and drawn using custom PositionComponents (e.g., UniversalAnimationLayer), each with an assigned priority.
❗️The Core Problem
Leap loads and draws all Tiled map layers as a single internal structure, making it impossible to inject custom Components (like animations) between Tiled layers.
Even though I:
Gave negative or mid-range priority values (priority: -1000, priority: 250, etc.)
Used UniversalAnimationLayer as a PositionComponent
Parsed ObjectGroups from .tmx files and spawned Flame animation components correctly
…the result is:
Custom objects always render either completely behind or completely in front of all tile layers.
There’s no access to control per-layer draw order or inject content between tile layers.
spydon
changed the title
Design Limitation /Feature Request : Insert Object Between Tiled Layers using (Leap + Flame)
Insert Object Between Tiled Layers using (Leap + Flame)
May 5, 2025
What could be improved
i have map animated.tmx in my asset that i created with Tiled software,
🧭 Context and Goal
I'm building a game using Flame (v1.11.0) with the Leap platformer library, leveraging .tmx maps and object layers for level content.
My goal is to insert animated objects (custom Flame components) — such as cow_zone areas — between specific Tiled map layers during gameplay. These animated tiles are parsed from ObjectGroup layers and drawn using custom PositionComponents (e.g., UniversalAnimationLayer), each with an assigned priority.
Flutter: 3.29.3
Dart : 3.7.2
Flame: 1.19.0
Below is GIF From TIled(that view want)
https://github.com/user-attachments/assets/5558bd9e-d1ce-410e-b2f7-f5ad3daa1e1e
this is the problems (that i got)

Leap: https://github.com/VeryGoodOpenSource/leap.git
flame_tiled: https://github.com/flame-engine/flame.git
flame_behaviors: ^1.0.0
tiled map details:-----
tiled Software V:--1.10.2
Tiled Map Properties:--
tileset atlas :-- 4048*4048
34440 Map size Tiled
220162560 Dimension Figma Size
Orthogonal
Right Down
64*64 Tile && Grid Size
Flutter Anchor camera.viewfinder.zoom = 0.31;
Player:--128128
Iteam:--7575
enemy:--128*128
Layer Format:--
respawn -Object
spawn -Object
enemies -Object
items -Object
windMill_zone -Object
fishhouse_zone -Object
treehouse_back -Layer
Ground -Layer
water/spikes -Layer
treehouse_front -Layer
house_zone -Object
cow zone -Object
wateffall_zone -Object
tree_zone -Object
fabulous_zone -Object
decorations_terrain -Layer
decorations -Layer
coconut zone -Object
❗️The Core Problem
Leap loads and draws all Tiled map layers as a single internal structure, making it impossible to inject custom Components (like animations) between Tiled layers.
Even though I:
Gave negative or mid-range priority values (priority: -1000, priority: 250, etc.)
Used UniversalAnimationLayer as a PositionComponent
Parsed ObjectGroups from .tmx files and spawned Flame animation components correctly
…the result is:
Custom objects always render either completely behind or completely in front of all tile layers.
There’s no access to control per-layer draw order or inject content between tile layers.
Object render between 2 layer (priority not work) @erickzanardo @spydon @kurtome
Why should this be improved
To add animated object between layer
Risks
No response
More information
No response
Other
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