I have 3 sprites.
1st, depth is set to 1 and is somewhere on the screen.
2nd, depth is set to 2 and is somewhere on the screen.
and 3rd, which overlap the entire screen, but! depth is set to 10.
now let's say that the first 1 is 10x10 in size and the second is 20x20, so if the first one overlap the second one let's say in the middle of the 2nd. collision works well.
however, because the 3rd overlaps the entire screen, it returns that it hit that one rather than the 2nd one whose depth is in front of the screen.
I usually thought that if you use Depth and collision checking, physical or not, it will catch the ones that depth is closer. this shows that no matter the depth, a far behind sprite and a closer sprite (both physics and no physics collision checking) kinda mess up the collision checking.
so is there a way to check collision by depth, without doing so much work behind the code, cause then I will kinda need pixel-perfect collision which I am not after right now (although is extremely simple using Memblocks and low resolutions of a render Image, just do not want to do it right now).
any ideas to keep it simple?
missed you a lot. thank you for your time.