Handling Movement Part 2: Scaling and Z-Positions

In part one, I set up a Movement Component that moved sprites around a space without any regard for the type of scene that they inhabit.

However, many adventure game scenes have some sort of perspective where it’s possible for players to move around an object.

Imagine a game where, say, a character in a trench coat is visiting a square in Lecce, Italy. For some reason, there’s a crate in the middle of it:

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