Update What are vanity items authored by Derek Williams's avatar Derek Williams
## General overview
The sprite system currently works by splitting an entire character's spritesheet into separate pieces called **vanity items**. These items are created by each vanity factory ([example](https://gitlab.engr.ship.edu/merlin/freshmanrpgsuite/-/blob/main/FreshmanRPG/GameClient/src/main/java/view/player/PlayerHatFactory.java)), then added as actors to the worldstage and moved individually each time the player moves.
The sprite system currently works by splitting an entire character's spritesheet into separate pieces called **vanity items**. These items are created by each vanity factory ([example](https://gitlab.engr.ship.edu/merlin/freshmanrpgsuite/-/blob/main/FreshmanRPG/GameClient/src/main/java/edu/ship/engr/shipsim/view/player/PlayerHatFactory.java)), then added as actors to the worldstage and moved individually each time the player moves.
## Layering
Since all the sprites are rendered as separate pieces, they must be layered in the game world in a specific order so they show up correct. For example, when facing north a character's hat should appear behind them and their hair below the hat. However, when facing south, the opposite should occur. This problem is solved in the system by a comparable function in [Vanity](https://gitlab.engr.ship.edu/merlin/freshmanrpgsuite/-/blob/main/FreshmanRPG/GameClient/src/main/java/view/player/Vanity.java) which uses the order of vanities in the [Direction](https://gitlab.engr.ship.edu/merlin/freshmanrpgsuite/-/blob/main/FreshmanRPG/GameClient/src/main/java/view/player/Direction.java) enum to order them in the worldstage.
......
......