Code archives/Miscellaneous/Isometric map with mouse collision
This code has been declared by its author to be Public Domain code.
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![]() Flat isometric map. Diamond shaped with mouse collision. The collision is done inside the draw loop. It checks wether the mouse is on the tile it is currently drawing. Here a video of it : http://youtu.be/cBxUapog9bQ | |||||
; Isometric map example by Pakz(Rudy van Etten)
Graphics 640,480,32,2
SetBuffer BackBuffer()
Global mapw = 7
Global maph = 7
Global ix = 240 ; where is the tilemap drawn on the map
Global iy = 0
Global isox = 0
Global isoy = 0
Global myfont1 = LoadFont("verdana.ttf",10)
Global myfont2 = LoadFont("verdana.ttf",16)
Global isotile = CreateImage(64,32)
Global isohtile = CreateImage(64,32)
Dim isotilemap(64,32)
; Make the iso tile and create the iso array
; The graphics is drawn to the screen
; The array is used to determine collision (1 = mouse on iso tile)
SetBuffer ImageBuffer(isotile)
Restore isodata
For y=0 To 31
For x=0 To 63
Read a
If a=1 Then Plot x,y : isotilemap(x,y) = a
Next
Next
; Here we make the graphic for the read outline on the map underneath the mouse
SetBuffer ImageBuffer(isohtile)
Color 255,0,0
Restore iso2data
For y=0 To 31
For x=0 To 63
Read a
If a=2 Then Plot x,y
Next
Next
SetBuffer BackBuffer()
; This is the main loop
timer = CreateTimer(60)
While KeyDown(1) = False
WaitTimer timer
Cls
; Draw the map
drawisomap(ix,iy)
; Draw the mouse tile info
Color 255,255,255
SetFont myfont2
Text 0,0,"isox :"+isox+" isoy :"+isoy
Flip
Wend
End
; This function draws the map and find the tile under the mouse (isox and isoy)
Function drawisomap(x,y)
SetFont myfont1
Color 10,20,20
x2 = x
y2 = y
x3 = MouseX()
y3 = MouseY()
Local onmap = False
For i=0 To maph
x1 = x2
y1 = y2
x2=x2-32
y2=y2+16
For ii=0 To mapw
DrawImage isotile,x1,y1
If RectsOverlap(x3,y3,1,1,x1,y1,64,32) = True Then
If isotilemap(x3-x1,y3-y1) = 1 Then
isox = ii
isoy = i
ox = x1
oy = y1
onmap = True
End If
End If
Text x1+32,y1+16,"x:"+ii+" y:"+i,1,1
x1=x1+33
y1=y1+16
Next
Next
If onmap = True Then DrawImage isohtile,ox,oy
End Function
.isodata
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Comments
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| This is neat and that kind of thing can be surprisingly hard for some reason. The way I would do this is give each square a unique RGB value, draw a pixmap of the map every time the player clicks, then do a pixel lookup at MouseX, MouseY on that pixmap, which would give you an RGB value, which you would then cross-index to find out what map square was being addressed. That's a very unorthodox way of doing things but it's easy to understand what's going on and I would much rather do it that way than mess with what must have been a pretty difficult algorithm to figure out. The older I get the more I feel like I don't have the brainpower to spare on elegant algorithm-heavy solutions... Just an aside: colored draws and grabpixel checks at the mouse is great for 3D or lots of sprites. Draws are really cheap these days and the fact that it's only happening on a mouse click makes it somewhat unlikely for the user to notice the lag. If the lag is noticeable, cache the mouse x and y and spread out the drawing of the pixmap over several frames-- again a brute force solution but easy to understand and not so subject to change if you change your display algorithm. |
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