Shapes and Layering Internals¶
Purpose¶
Explain how built-in shapes, styling, z_index, and render_layer work
together in queued rendering.
Core file¶
packages/mini-arcade-core/src/mini_arcade_core/scenes/systems/builtins/__init__.py
Built-in shapes¶
The default queued renderer understands:
rectcircletrianglelinepoly
triangle and normalized poly points are rotated and scaled from the entity
transform before being emitted to the render queue.
Fill and stroke¶
RenderStyle supports:
fillstroke
Typical behavior:
fill only: solid shape
stroke only: outline shape
both: filled polygon with outline where supported
z_index¶
z_index sorts entities inside one layer. Use it when two world entities
overlap and one should appear above the other.
render_layer¶
render_layer changes the pass the entity is emitted into, for example:
worlduieffects
This is stronger than z_index because it moves the entity to a different pass
entirely.
Tutorial references¶
docs/source/tutorials/entity/shape_primitives_gallery.mddocs/source/tutorials/entity/z_index_and_layer_intuition.md