isometric

css isometric view with non iso-metric children

梦想与她 提交于 2020-03-16 05:41:28
问题 I'm using transform: rotateX(60deg) rotateY(0deg) rotateZ(-45deg); to make an element look like it's in an isometric perspective. I'm wondering how I could revert the effect for certain children so that they share the coordination system but are normal aligned. I tried to rotate the children the same way back but it seems to work differently. Any ideas? .iso { transform: rotateX(60deg) rotateY(0deg) rotateZ(-45deg); transform-style: preserve-3d; position: relative; height: 20rem; width: 20rem

css isometric view with non iso-metric children

霸气de小男生 提交于 2020-03-16 05:40:18
问题 I'm using transform: rotateX(60deg) rotateY(0deg) rotateZ(-45deg); to make an element look like it's in an isometric perspective. I'm wondering how I could revert the effect for certain children so that they share the coordination system but are normal aligned. I tried to rotate the children the same way back but it seems to work differently. Any ideas? .iso { transform: rotateX(60deg) rotateY(0deg) rotateZ(-45deg); transform-style: preserve-3d; position: relative; height: 20rem; width: 20rem

css isometric view with non iso-metric children

半世苍凉 提交于 2020-03-16 05:39:41
问题 I'm using transform: rotateX(60deg) rotateY(0deg) rotateZ(-45deg); to make an element look like it's in an isometric perspective. I'm wondering how I could revert the effect for certain children so that they share the coordination system but are normal aligned. I tried to rotate the children the same way back but it seems to work differently. Any ideas? .iso { transform: rotateX(60deg) rotateY(0deg) rotateZ(-45deg); transform-style: preserve-3d; position: relative; height: 20rem; width: 20rem

Isometric simple sorting with xdim and ydim

倾然丶 夕夏残阳落幕 提交于 2020-01-22 01:36:07
问题 I have a simple isometric sorting system with this function (code is in Typescript / Javascript ) : public Sort(a: PIXI.Sprite, b: PIXI.Sprite) { return ((a.IsoZ - b.IsoZ) == 0 ? (a.TileZ - b.TileZ == 0 ? (a.Tile2Z ? (a.Tile2Z < b.Tile2Z ? -1 : (a.Tile2Z > b.Tile2Z ? 1 : 0)) : 0) : a.TileZ - b.TileZ) : (a.IsoZ - b.IsoZ)); } It depends on three parameters: IsoZ : the first sorting variables, used to sort tiles TileZ : the tile sorting variable, used if a.IsoZ == b.IsoZ Tile2Z : used if a.TileZ

Click detection in a 2D isometric grid?

﹥>﹥吖頭↗ 提交于 2020-01-02 08:36:58
问题 I've been doing web development for years now and I'm slowly getting myself involved with game development and for my current project I've got this isometric map, where I need to use an algorithm to detect which field is being clicked on. This is all in the browser with Javascript by the way. The map It looks like this and I've added some numbers to show you the structure of the fields (tiles) and their IDs. All the fields have a center point (array of x,y) which the four corners are based on

How to calculate the index of the tile underneath the mouse in an isometric world taking into account tile elevation

岁酱吖の 提交于 2019-12-22 04:13:18
问题 I have a tile-based isometric world and I can calculate which tile is underneath specific (mouse) coordinates by using the following calculations: function isoTo2D(pt:Point):Point{ var tempPt:Point = new Point(0, 0); tempPt.x = (2 * pt.y + pt.x) / 2; tempPt.y = (2 * pt.y - pt.x) / 2; return(tempPt); } function getTileCoordinates(pt:Point, tileHeight:Number):Point{ var tempPt:Point = new Point(0, 0); tempPt.x = Math.floor(pt.x / tileHeight); tempPt.y = Math.floor(pt.y / tileHeight); return

Improving performance of click detection on a staggered column isometric grid

孤者浪人 提交于 2019-12-17 02:26:15
问题 I am working on an isometric game engine and have already created an algorithm for pixel perfect click detection. Visit the project and notice that click detection is able to detect which edge of the tile was clicked. It is also checks the y-index to click the most upfront tile. An Explanation of my current algorithm: The isometric grid is made of tile images that are 100*65px. TileW=100, TileL=50, tileH=15 The map is represented by a three-dimensional array map[z][y][x] . Tile center points

Python, Pygame, Image manipulation: Restretch a loaded png, to be the texture for an isometric Tile

牧云@^-^@ 提交于 2019-12-13 07:48:48
问题 I'm a 17 year old programmer, trying to program an isometric game in python, with pygame. After finishing a tile engine, working with not good looking, gimp-drawn PNG's, I wondered, if it would be possible to render some Tiles by texture. I hope I provided all what's needed to understand, what's my issue and please excuse my not perfect English. Simply what I want to do, is to generate a 128 by 128 Pixel width Image of an Isometric Tile, using the following picture as texture for all three

8-direction Figure Animation with Arrow Keys

倖福魔咒の 提交于 2019-12-12 19:52:32
问题 I've been charged with designing a demo for an isometric video game in ActionScript 3. I have the bitmap spritesheets that show the avatar I'm using standing and walking in each direction. The walking animation is made up of three frames. My problem, though, is that I need to figure out how to make use of them. I'm not familiar with animation in Flash, and I need input on how to gotoAndPlay() the walking frames for the right direction. I don't think isolating the necessary DIRECTION is going

2D Isometric(diamond shape) game engine - Reversed sprites

倾然丶 夕夏残阳落幕 提交于 2019-12-12 03:06:48
问题 All my sprites are reversed when I try to draw my isometric map. Here is the tileset.png mentionned in the following code : Object.h/Object.cpp I can use them to draw tiles, UI element, etc. ... #pragma once class Object { public: //FUNCTIONS Object(); void addComponent(float value); int getComponent(float index); void editComponent(float index, float value); void deleteComponent(float index); private: vector<int> components; }; #include "Object.cpp" - #pragma once //FUNCTIONS Object::Object(