Does this mean i have to rearrange my coordinates? Or is it possible to do with my way of doing it if i change the theory a little?I have drawn a little example here. On the left you have your way of coordinating your sprites. On the right it's the way your link suggested. I was in a little haste to draw this and accidentally switched the X,Y on the right one.
I hope this helps you out...
I will read through all pages of your tutorial and try to get a better understanding.The heart of drawing the map in that post is this bit of code:
It's not difficult to understand. The heart of it relies on the two functions, ScreenToWorld and WorldToScreen that can convert coordinates between the two different coordinate spaces. By converting the coordinates representing the 4 corners of the screen to world coordinates the result you end up with is the box defining the visible space. This box will be oriented at 45 degrees relative to the cells. Once you have the box, you start iterating rows, starting at the top-left corner of the visible box and proceeding across and down to the bottom right corner. It's very much language and platform agnostic, meaning that the fact I used SFML to draw stuff with is very irrelevant. I do use the SFML views in there, but that is just SFML's way of specifying screen coordinate projection. Basically, a SFML View is just a rectangle in Screen Coord space that defines what sub-rectangle of Screen Coord space is visible on the screen.
Right now it's pretty much like trying to read about the french revolution in chinese to be able to explain it in english.
But I think I get the theory part and what im trying to do.
When you talk about different coordinate spaces, I guess you just have 1 saved, like the complete map, then with code you translate it to the viewport? where it gets new coordinates?