isometric

mouse position to isometric tile including height

笑着哭i 提交于 2019-12-02 18:34:05
Struggeling translating the position of the mouse to the location of the tiles in my grid. When it's all flat, the math looks like this: this.position.x = Math.floor(((pos.y - 240) / 24) + ((pos.x - 320) / 48)); this.position.y = Math.floor(((pos.y - 240) / 24) - ((pos.x - 320) / 48)); where pos.x and pos.y are the position of the mouse, 240 and 320 are the offset, 24 and 48 the size of the tile. Position then contains the grid coordinate of the tile I'm hovering over. This works reasonably well on a flat surface. Now I'm adding height, which the math does not take into account. This grid is a

Isometric simple sorting with xdim and ydim

别等时光非礼了梦想. 提交于 2019-12-02 06:28:07
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 == b.TileZ Here's how IsoZ is basically calculated for most objects: this.Position is an array of x

How can i convert x-y position to tile x-y for isometric tile?

夙愿已清 提交于 2019-11-30 16:21:23
I can draw my map according to the formula on Drawing Isometric game worlds . But how can i find the x-y of one tile according to it's position on map layer div? For being clear, my tile's left style is 1036px and top style is 865px. According to those css properties how can find the tile's x and y position according to map? Tile width is 200 and height is 100. Many Thanks. My javascript code is like that: this.drawTiles = function(min_x, max_x, min_y, max_y) { if (min_x < 0) min_x = 0; if (min_y < 0) min_y = 0; if (max_x < 0) max_x = thisObj.MAXSIZE; if (max_y < 0) max_y = thisObj.MAXSIZE; if

How can i convert x-y position to tile x-y for isometric tile?

守給你的承諾、 提交于 2019-11-30 16:11:42
问题 I can draw my map according to the formula on Drawing Isometric game worlds . But how can i find the x-y of one tile according to it's position on map layer div? For being clear, my tile's left style is 1036px and top style is 865px. According to those css properties how can find the tile's x and y position according to map? Tile width is 200 and height is 100. Many Thanks. My javascript code is like that: this.drawTiles = function(min_x, max_x, min_y, max_y) { if (min_x < 0) min_x = 0; if

How to render with isometric perspective? [duplicate]

女生的网名这么多〃 提交于 2019-11-30 13:27:23
问题 This question already has answers here : Closed 8 years ago . Possible Duplicate: true isometric projection with opengl I want to render using the same isometric rendering which Blender3d uses, how can i do this ? Is it possible with just a call to glMultMatrix() ? I tried googling but couldnt find any working matrixes that would result in that kind of rendering mode. i tried this http://en.wikipedia.org/wiki/Isometric_projection but it just rendered really weird. This is the matrix i use now

Detect click/touch on isometric texture

♀尐吖头ヾ 提交于 2019-11-29 04:27:30
I am having a hard time trying to implement click handling in a simple isometric Sprite Kit game. I have a Game Scene (SKScene) with a Map (SKNode) containing multiple Tile objects (SKSpriteNode). Here is a screenshot of the map : I want to be able to detect the tile the user clicked on, so I implemented mouseDown on the Tile object. Here is my mouseDown in Tile.m : -(void)mouseDown:(NSEvent *)theEvent { [self setColorBlendFactor:0.5]; } The code seems to work fine but there is a glitch : the nodes overlap and the click event is detected on the transparent part of the node. Example (the rects

Detect click/touch on isometric texture

冷暖自知 提交于 2019-11-27 18:20:26
问题 I am having a hard time trying to implement click handling in a simple isometric Sprite Kit game. I have a Game Scene (SKScene) with a Map (SKNode) containing multiple Tile objects (SKSpriteNode). Here is a screenshot of the map : I want to be able to detect the tile the user clicked on, so I implemented mouseDown on the Tile object. Here is my mouseDown in Tile.m : -(void)mouseDown:(NSEvent *)theEvent { [self setColorBlendFactor:0.5]; } The code seems to work fine but there is a glitch : the

True Isometric Projection with HTML5 Canvas

半城伤御伤魂 提交于 2019-11-27 13:23:13
I am a newbie with HTML5 Canvas and JavaScript, but is there a simple way to have Isometric projection in HTML5 Canvas element? I am mean the true isometric projection - http://en.wikipedia.org/wiki/Isometric_projection Thanks all for reply's. First, I would recommend thinking of the game world as a regular X by Y grid of square tiles. This makes everything from collision detection, pathfinding, and even rendering much easier. To render the map in an isometric projection simply modify the projection matrix: var ctx = canvas.getContext('2d'); function render(ctx) { var dx = 0, dy = 0; ctx.save(

true isometric projection with opengl

夙愿已清 提交于 2019-11-27 12:49:51
I am a newbie in OpenGL programming with C++ and not very good at mathematics. Is there a simple way to have isometric projection? I mean the true isometric projection , not the general orthogonal projection. (Isometric projection happens only when projections of unit X, Y and Z vectors are equally long and angles between them are exactly 120 degrees.) Code snippets are highly appreciated.. cobbal Try using gluLookAt glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); /* use this length so that camera is 1 unit away from origin */

true isometric projection with opengl

筅森魡賤 提交于 2019-11-26 16:10:42
问题 I am a newbie in OpenGL programming with C++ and not very good at mathematics. Is there a simple way to have isometric projection? I mean the true isometric projection, not the general orthogonal projection. (Isometric projection happens only when projections of unit X, Y and Z vectors are equally long and angles between them are exactly 120 degrees.) Code snippets are highly appreciated.. 回答1: Try using gluLookAt glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL