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alternate iso grid

Posted: Thu Sep 19, 2013 11:56 am
by xenoglyph
I need an isometric grid that isn't skewed. Just a square grid but rotated 45 degrees. How can I do this?

// TODO: Abstract out the tile drawing method so that it can be overridden for other projections etc :D

Re: alternate iso grid

Posted: Thu Sep 19, 2013 8:18 pm
by xenoglyph
getting there...

Image

Re: alternate iso grid

Posted: Mon Sep 23, 2013 6:14 pm
by coolbloke1324
Hey ya!

If you can detail any abstraction you require I can look into updating the engine with it.

Iso is specified by a mountMode === 1 on the parent entity. 0 is 2d. Mount modes 2 onwards (2, 3, 4 etc) are unused so you could specify a new mount mode 2 and then adjust classes accordingly.

Where possible I would advocate extending an existing class and then overriding specific methods instead of modifying the base classes directly. Let me know how you get on with this and I will try to help as much as I can!

Re: alternate iso grid

Posted: Tue Sep 24, 2013 8:54 am
by xenoglyph
mountMode will be just fine, thanks... you have more important stuff to do =)

It's all done and rendering fine...tested maps up to 1.5 million tiles, but for some reason screen to iso coord conversion is off, but only sometimes.... even though they all use the same code (IgePoint.toIso)? Probably something stupid, I'll ask a proper question about it later if I need to.

Re: alternate iso grid

Posted: Fri Sep 27, 2013 9:39 pm
by coolbloke1324
xenoglyph wrote:mountMode will be just fine, thanks... you have more important stuff to do =)

It's all done and rendering fine...tested maps up to 1.5 million tiles, but for some reason screen to iso coord conversion is off, but only sometimes.... even though they all use the same code (IgePoint.toIso)? Probably something stupid, I'll ask a proper question about it later if I need to.
Cool beans. Sounds like you've cracked it pretty well :)