Can anyone explain why (indeed, if) it's best to abstract the major parts of a canvas game to different layers when using something like Kinetic?
It of course feels like you should, and so far I have been: one layer for the background, one for the player's character, and others.
Then I ran into a situation where I needed a shape of one layer to sit behind a shape on another layer - but moving the entire layer behind the other layer was not an option, so I reluctantly re-coded so the entire game sits on one layer.
To my surprise, though, I can still do everything I need. I can still animate or handle events on individual shapes or groups.
So in short: what advantage does explicit layering bring? What pitfalls might I face with the one-layer approach?