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I'm desperate. Isometric Mouse Coordinates

5 posts in this topic

After browsing the web and reading dozens of examples and tutorials I still can't figure out how to translate mouse X;Y screen position in pixels to X;Y isometric tile index. All the examples I tried returned strange values.


The attached picture shows exactly the tiles' redering order. The Zig-Zag  rendering mode was so simple to implement with the help of a colored coded tile. But this diamond shapped design is really giving me a hard time.


I guess the formula involves the following variables:


- MousePos.X

- MousePos.Y

- TileWidth

- TileHeight

- ScreenWidth

- ScreenHeight


Now I just need to know how to put the pieaces the together as I really can't see any logic behind it.


Thank you very much for any possible help.


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Thanks for the reply.


I already knew those links. The first one doesn't explain how having the mouse at the middle-top of the screen translates itself to 0,0 isometric coordinates. wtihout knowing this the colored tile is useless. As for the second link, I'm affraid that math is too advanced o me...


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I battled this a LONG LONG time ago back in '08 (took some searching, but here's the thread)
The resolution is below, quoted for proper credit biggrin.png.

its simple really, I'll start from tile--> screen and then see how it goes from screen to tile. Of course you should replace the numbers 64 and 32 by constants for easy change.

tile --> screen
for every tile you go in the X direction you go 64 pixels right and 32 pixels down,
for every tile you go in the Y direction you go 64 pixels left and 32 pixels down,

on screen right=positive x, left=negative x, up=negative y, down = positive y

so we get:
pixel_x = X_LOCATION_OF_TOP_MIDDLE_TILE + 64*tile_x - 64*tile_y
pixel_y = Y_LOCATION_OF_TOP_MIDDLE_TILE + 32*tile_x + 32*tile_y

now to do the screen --> tile
for ease of writing, pixel_x = px, tile_x = tx, X_LOCA... = X0

equation1: px = X0 + 64*(tx-ty)
equation2: py = Y0 + 32*(tx+ty)
we want to find equations for tx and ty when given px and py, so we do some algebra:

eq1+2*eq2 = px+2py = X0+2Y0 + 128*tx
---> tx = (px+2*py -X0-2Y0)/128

eq1-2eq2 = px-2py = X0-2*Y0 -128ty
---> ty = (px-2py - X0+2*Y0) /(-128)

I hope that was clear, and maybe you learned some math from it smile.png

the matrices are just compressed way to do the algebra.

[Edited by - Iftah on December 5, 2008 6:08:28 AM]

In order to get it to work, I had to change the 128's to 64's. It's been forever so I don't remember much of that code, but it should be pretty straight forward.
Hope it helps.

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well, i also found another link explaining it (http://gamedev.stackexchange.com/questions/34787/how-to-convert-mouse-coordinates-to-isometric-indexes), but as far as i can remember, i used a formula looking like this :


tiles(i,j) -> screen(X,Y)

X = i * (w/2) - j * (w/2) + center

Y = i * (h/2) + j * (h/2)


screen(X,Y) -> tiles(i,j)


i = (X * (h/2) + Y * (w/2) - (center + w/2) * (h/2)) / (w*h/2)

j = (-X * (h/2) + Y * (w/2) + (center + w/2) * (h/2)) / (w*h/2)


where center is the offset along the X axis (typically screen width divided by 2, minus half the tile's width).


(edit : i just basically tested it, and it works happy.png )

Edited by pizzafan

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