An animated liquid surface under a tile map: one scrolling tiling quad per liquid cell,
so each cell can carry its own visibility tint (setCellColor, the same idea as
TileMap.setCellColor) without showing liquid in cells the player has not seen. ripple
spawns a ring that grows and fades on a cell. Drive it with update(dt) each frame.
Every child opts out of pointer events: a decorative layer must never swallow the taps
meant for the map beneath it.
An animated liquid surface under a tile map: one scrolling tiling quad per liquid cell, so each cell can carry its own visibility tint (
setCellColor, the same idea asTileMap.setCellColor) without showing liquid in cells the player has not seen.ripplespawns a ring that grows and fades on a cell. Drive it withupdate(dt)each frame.Every child opts out of pointer events: a decorative layer must never swallow the taps meant for the map beneath it.
Example