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layerFrontness

layerFrontness(order, worldY, worldZ): number

Defined in: render/layerOrder.ts:50

How far in FRONT a draw sits within its layer — larger is nearer the viewer, so ranking by this descending is “topmost first”.

The camera looks down -z, so a larger z is nearer; under y-sort the projected depth is world Y inverted (lower on screen = nearer). Painter layers still answer by z because the engine’s sort key tie-breaks on it, and a scene that puts one sprite in front of another with z means it — this is exactly the ordering a person sees.

LayerOrder

number

number

number