• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Xyle

Picking a tile on a STAGGERED isometric map

5 posts in this topic

Hello!
I have been looking and trying for quite a while now, but can't seem to work out an algorithm for figuring out which tile is selected on a staggered isometric map using 64x32 tiles with a diamond shape inside.

Here is a pic of my map...
[img]http://i195.photobucket.com/albums/z47/Xyled777/IsoStaggeredMap.png[/img]

The first row is drawn, then the x is offset to the right by 32 and the next row is drawn.

Anyone have any good math skills to throw some algorithms my way for this?
Thanks for any help!

PS: My math isn't exactly top notch, so please keep that in mind. [img]http://www.java-gaming.org/Smileys/default/smiley.gif[/img]
0

Share this post


Link to post
Share on other sites
[quote name='Xyle' timestamp='1355714347' post='5011485']
Hello!
I have been looking and trying for quite a while now, but can't seem to work out an algorithm for figuring out which tile is selected on a staggered isometric map using 64x32 tiles with a diamond shape inside.

Here is a pic of my map...
[img]http://i195.photobucket.com/albums/z47/Xyled777/IsoStaggeredMap.png[/img]

The first row is drawn, then the x is offset to the right by 32 and the next row is drawn.

Anyone have any good math skills to throw some algorithms my way for this?
Thanks for any help!

PS: My math isn't exactly top notch, so please keep that in mind. [img]http://www.java-gaming.org/Smileys/default/smiley.gif[/img]
[/quote]


I think you must clarify your message first....

at first what's your selection? by screen space? , select my coordination??
0

Share this post


Link to post
Share on other sites
Thanks for the reply,

Looking to see which tile is clicked by the mouse using the mouse x,y coordinates. There isn't any offsets, so screen 0,0 is map 0,0.
0

Share this post


Link to post
Share on other sites
[quote name='Xyle' timestamp='1355723043' post='5011553']
Thanks for the reply,

Looking to see which tile is clicked by the mouse using the mouse x,y coordinates. There isn't any offsets, so screen 0,0 is map 0,0.
[/quote]


hmm you must define your projection is perspective or ortho..


projection space map to -1 to 1 range ..

so what you need to is map screen space (2d window position) to projection space.. (example 0~1280 x coordination to -1 ~ 1 )

Orthogonal space is so easy but in perspective one? you must make ray from view and check it with tile

ray can be made near plane then check it unfortunally ray can be very unaccurate you must fix it..

anyway it's simple but not common to know..

any other help need plz let me know :)
0

Share this post


Link to post
Share on other sites
I appreciate the help. It being the work week, I didn't get a chance to really put some time into any solution and I definitely am not going to post the embarassing hack I was attempting.
I did get a plug and play solution involving some math equations that are quite a bit beyond me that I will post for anyone running into the same situation. It works great!

dawsonk
http://www.kirupa.com/forum/showthread.php?376083-Picking-Tile-in-staggered-isometric-map
Maybe try something like this...
[code]
var tileW = 64;
var tileH = 32;
var rows = 8;
var cols = 4;
for (var i = 0; i < rows; ++i) {
for (var j = 0; j < cols; ++j) {
tTile = _root.attachMovie("Tile", "R" + i + "C" + j, _root.getNextHighestDepth());
tTile._x = (tileW * j) + ((i % 2 == 1) ? 32 : 0);
tTile._y = (tileH / 2) * i;
}
}
onMouseDown = function () {
var ax, ay, bx, by;
var cx = _xmouse;
var cy = _ymouse;
var posX = (_xmouse / 32) >> 0;
var posY = (_ymouse / 16) >> 0;
if ((posX % 2) == (posY % 2)) {
ax = (posX) * 32;
ay = (posY + 1) * 16;
bx = (posX + 1) * 32;
by = (posY) * 16;
if (getPos(ax, ay, bx, by, cx, cy) < 0) {
trace(((posY / 1 >> 0) - 1) + " : " + ((posX / 2 >>0) + ((((posY / 1 >> 0) - 1) % 2 == 0) ? 0 : -1)));
} else {
trace((posY / 1 >> 0) + " : " + (posX / 2 >> 0));
}
} else {
ax = (posX) * 32;
ay = (posY) * 16;
bx = (posX + 1) * 32;
by = (posY + 1) * 16;
if (getPos(ax, ay, bx, by, cx, cy) < 0) {
trace(((posY / 1 >> 0) - 1) + " : " + (posX / 2 >>0));
} else {
trace((posY / 1 >> 0) + " : " + ((posX / 2 >> 0) +((((posY / 1 >> 0) - 1) % 2 == 0) ? -1 : 0)));
}
}
};
function getPos($ax, $ay, $bx, $by, $cx, $cy) {
// below = 1, above = -1, on = 0;
var slope = ($by - $ay) / ($bx - $ax);
var yIntercept = $ay - $ax * slope;
var cSolution = (slope * $cx) + yIntercept;
if (slope != 0) {
if ($cy > cSolution) {
return $bx > $ax ? 1 : -1;
}
if ($cy < cSolution) {
return $bx > $ax ? -1 : 1;
}
return 0;
}
return 0;
}[/code]
0

Share this post


Link to post
Share on other sites
If screen space and tile space is so same

It's so easy..

just think about matching tile and screen.

and what you first to do is checking mouse input with tile world's coordination.

Mouse position must well transfomed tile world's position..

after that you must check with tile's position with mouse's position

I first think your game in 3D , but I think it's not..
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0