I am going to create an advanced 2D-Up-Down RPG.
This will be the C # + XNA version of my existing 2D Flash RPG Engine (Adobe Air).
Well, in Flash Pro, I just used different clicks for different layers, but how could I understand that in C # using XNA?
I want to be able to use the output (data card file) from the flash card editor I created.
The output file is as follows:
<layer1> 0.0.0.AAAABBAA0.0.0 0.0.0.AAAABBBAA0.0 0.0.AAABBBBBBA0.0 0.AAAABBBBBBAA0 0.AAAABBBBBBAA0 0.AAAAABBBBB:BA0 0.0.AAAABBBBAAA0 0.0.AAAAABBAAA0.0 0.0.0.AAAABBAA0.0.0 <layer2> . . . . . . . . . . <layer3> . . .
and so on...
Where:
0 = Blank; A = Gras; B = Water;
so I just want to skip these lines, save the arrays and add the corresponding sprites to a specific layer, perhaps like this:
Layers[2].Add( tile, x, y );
How can I understand that? as well as how I can manage z-sorting because I want me to be able to walk under bridges or drive through tunnels.
(as in this image, there may be a ship leading to the bridge)

or even some stairs to go to the next stage (switch layer)
Do you guys have an idea or even a review for me?
Thanks for all your answers!
EDIT:
hirachy shoult layer looks like this:
map{ Layer[0] { // "bg" xyArray{ .... } } Layer[1] { // "static" - bottom part / stairs of the bridge xyArray{ .... } } Layer[2] { // "items" xyArray{ .... } } Layer[3] { // "player" xyArray{ .... } } Layer[4] { // "static2" - top part of bridge xyArray{ .... } } } // if the player is ON a tile that hat a Stair funktion, the "player" layer will be // moved on top of the "static2" layer, so 'Layer[3].Z = 4;' and 'Layer[4].Z = 3;' // like i showed in the Switch funktion up there