int y = (pos.y + (mapHeight * tileWidth/2) - (tileHeight/2)) - ((pos.y + pos.x) * tileHeight/2) + tileHeight;
converting isometric tile map coordinates to screen coordinates
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23-06-2022 - |
Question
I'm trying to convert isometric tile coordinates to screen coordinates. I seem to have problem especially with the Y coordinates, looks like the X part works just fine. here is what I got so far.
// calculate screen coordinates from tile coordinates
- (CGPoint)positionForTileCoord:(CGPoint)pos {
float halfMapWidth = _tileMap.mapSize.width*0.5;
float mapHeight = _tileMap.mapSize.height;
float tileWidth = _tileMap.tileSize.width;
float tileHeight = _tileMap.tileSize.height;
int x = halfMapWidth*tileWidth + tileWidth*pos.x*0.5-tileWidth*pos.y*0.5;
int y = ............
return ccp(x, y);
my player is added as a child to the Tile map itself and the map is added to the layer at screenSize.x/2, scrrensize.y/2 with an anchor point of 0.5
I have done the same thing successfully with an orthogonal map but seem to struggle with the isometric one.
Thank you
La solution 2
Autres conseils
really its look like this:
// calculate screen coordinates from tile coordinates
- (CGPoint)positionForTileCoord:(CGPoint)pos {
float halfMapWidth = _tileMap.mapSize.width*0.5;
float mapHeight = _tileMap.mapSize.height;
float tileWidth = _tileMap.tileSize.width;
float tileHeight = _tileMap.tileSize.height;
int x = halfMapWidth*tileWidth + tileWidth*pos.x*0.5-tileWidth*pos.y*0.5;
int y = (pos.y + (mapHeight * tileWidth/2) - (tileHeight/2)) - ((pos.y + pos.x) * tileHeight/2) + tileHeight;
return ccp(x, y);
}
// calculating the tile coordinates from screen location
-(CGPoint) tilePosFromLocation:(CGPoint)location
{
CGPoint pos = location;
float halfMapWidth = _tileMap.mapSize.width*0.5;
float mapHeight = _tileMap.mapSize.height;
float tileWidth = _tileMap.tileSize.width;
float tileHeight = _tileMap.tileSize.height;
CGPoint tilePosDiv = CGPointMake(pos.x/tileWidth, pos.y/tileHeight);
float invereseTileY = mapHeight - tilePosDiv.y;
// Cast int to make sure that result is in whole numbers
float posX = (int)(invereseTileY + tilePosDiv.x - halfMapWidth);
float posY = (int)(invereseTileY - tilePosDiv.x + halfMapWidth);
return CGPointMake(posX, posY);
}
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