Javascript 提高交错柱等轴测网格上点击检测的性能
我正在开发一个等距游戏引擎,已经创建了一个像素完美点击检测算法。请访问并注意,单击检测可以检测单击了磁贴的哪个边。它还检查y索引以单击最前面的平铺Javascript 提高交错柱等轴测网格上点击检测的性能,javascript,algorithm,click,collision-detection,isometric,Javascript,Algorithm,Click,Collision Detection,Isometric,我正在开发一个等距游戏引擎,已经创建了一个像素完美点击检测算法。请访问并注意,单击检测可以检测单击了磁贴的哪个边。它还检查y索引以单击最前面的平铺 if(allContainsMouse && !topContainsMouse) 对我当前算法的解释: 等轴测栅格由100*65px的平铺图像组成。 TileW=100,TileL=50,tileH=15 地图由三维数组map[z][y][x]表示 瓷砖中心点(x,y)的计算如下: //x, y, z are the posit
if(allContainsMouse && !topContainsMouse)
对我当前算法的解释:
等轴测栅格由100*65px的平铺图像组成。
TileW=100,TileL=50,tileH=15
地图由三维数组map[z][y][x]
表示
瓷砖中心点(x,y)
的计算如下:
//x, y, z are the position of the tile
if(y%2===0) { x-=-0.5; } //To accommodate the offset found in even rows
this.centerX = (x*tileW) + (tileW/2);
this.centerY = (y*tileL) - y*((tileL)/2) + ((tileL)/2) + (tileH/2) - (z*tileH);
用于确定鼠标是否在互动程序的给定区域内的原型函数:
Tile.prototype.allContainsMouse = function() {
var dx = Math.abs(mouse.mapX-this.centerX),
dy = Math.abs(mouse.mapY-this.centerY);
if(dx>(tileW/2)) {return false;} //Refer to image
return (dx/(tileW*0.5) + (dy/(tileL*0.5)) < (1+tileHLRatio));
}
(如果鼠标位于中心点的右侧) 将所有方法整合为一个整体:
Tile.prototype.allContainsMouse = function() {
var dx = Math.abs(mouse.mapX-this.centerX),
dy = Math.abs(mouse.mapY-this.centerY);
if(dx>(tileW/2)) {return false;} //Refer to image
return (dx/(tileW*0.5) + (dy/(tileL*0.5)) < (1+tileHLRatio));
}
- 在整个3d地图[z][y][x]阵列中循环
- 如果
返回true,则map[z][y][x]是鼠标所在的磁贴allContainsMouse()
- 将此磁贴添加到Neathmouse下的阵列
阵列磁贴
- 在Neathmouse数组下循环浏览
磁贴,然后选择具有最高
的磁贴。这是最前面的瓷砖y
if(allContainsMouse && !topContainsMouse)
y=mx+b
线下,该线取决于tileX,tileY近似值(近似方形网格)
如果你到了这里,谢谢 这个答案基于:
//---------------------------------------------------------------------------
//--- Isometric ver: 1.01 ---------------------------------------------------
//---------------------------------------------------------------------------
#ifndef _isometric_h
#define _isometric_h
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
// colors 0x00BBGGRR
DWORD col_back =0x00000000;
DWORD col_grid =0x00202020;
DWORD col_xside=0x00606060;
DWORD col_yside=0x00808080;
DWORD col_zside=0x00A0A0A0;
DWORD col_sel =0x00FFFF00;
//---------------------------------------------------------------------------
//--- configuration defines -------------------------------------------------
//---------------------------------------------------------------------------
// #define isometric_layout_1 // x axis: righ+down, y axis: left+down
// #define isometric_layout_2 // x axis: righ , y axis: left+down
//---------------------------------------------------------------------------
#define isometric_layout_2
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
/*
// grid size
const int gxs=4;
const int gys=16;
const int gzs=8;
// cell size
const int cxs=100;
const int cys= 50;
const int czs= 15;
*/
// grid size
const int gxs=15;
const int gys=30;
const int gzs=8;
// cell size
const int cxs=40;
const int cys=20;
const int czs=10;
const int cxs2=cxs>>1;
const int cys2=cys>>1;
// cell types
enum _cell_type_enum
{
_cell_type_empty=0,
_cell_type_ground,
_cell_type_full,
_cell_types
};
//---------------------------------------------------------------------------
class isometric
{
public:
// screen buffer
Graphics::TBitmap *bmp;
DWORD **pyx;
int xs,ys;
// isometric map
int map[gzs][gys][gxs];
// mouse
int mx,my,mx0,my0; // [pixel]
TShiftState sh,sh0;
int sel_x,sel_y,sel_z; // [grid]
// view
int pan_x,pan_y;
// constructors for compiler safety
isometric();
isometric(isometric& a) { *this=a; }
~isometric();
isometric* operator = (const isometric *a) { *this=*a; return this; }
isometric* operator = (const isometric &a);
// Window API
void resize(int _xs,int _ys); // [pixels]
void mouse(int x,int y,TShiftState sh); // [mouse]
void draw();
// auxiliary API
void cell2scr(int &sx,int &sy,int cx,int cy,int cz);
void scr2cell(int &cx,int &cy,int &cz,int sx,int sy);
void cell_draw(int x,int y,int tp,bool _sel=false); // [screen]
void map_random();
};
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
isometric::isometric()
{
// init screen buffers
bmp=new Graphics::TBitmap;
bmp->HandleType=bmDIB;
bmp->PixelFormat=pf32bit;
pyx=NULL; xs=0; ys=0;
resize(1,1);
// init map
int x,y,z,t;
t=_cell_type_empty;
// t=_cell_type_ground;
// t=_cell_type_full;
for (z=0;z<gzs;z++,t=_cell_type_empty)
for (y=0;y<gys;y++)
for (x=0;x<gxs;x++)
map[z][y][x]=t;
// init mouse
mx =0; my =0; sh =TShiftState();
mx0=0; my0=0; sh0=TShiftState();
sel_x=-1; sel_y=-1; sel_z=-1;
// init view
pan_x=0; pan_y=0;
}
//---------------------------------------------------------------------------
isometric::~isometric()
{
if (pyx) delete[] pyx; pyx=NULL;
if (bmp) delete bmp; bmp=NULL;
}
//---------------------------------------------------------------------------
isometric* isometric::operator = (const isometric &a)
{
resize(a.xs,a.ys);
bmp->Canvas->Draw(0,0,a.bmp);
int x,y,z;
for (z=0;z<gzs;z++)
for (y=0;y<gys;y++)
for (x=0;x<gxs;x++)
map[z][y][x]=a.map[z][y][x];
mx=a.mx; mx0=a.mx0; sel_x=a.sel_x;
my=a.my; my0=a.my0; sel_y=a.sel_y;
sh=a.sh; sh0=a.sh0; sel_z=a.sel_z;
pan_x=a.pan_x;
pan_y=a.pan_y;
return this;
}
//---------------------------------------------------------------------------
void isometric::resize(int _xs,int _ys)
{
if (_xs<1) _xs=1;
if (_ys<1) _ys=1;
if ((xs==_xs)&&(ys==_ys)) return;
bmp->SetSize(_xs,_ys);
xs=bmp->Width;
ys=bmp->Height;
if (pyx) delete pyx;
pyx=new DWORD*[ys];
for (int y=0;y<ys;y++) pyx[y]=(DWORD*) bmp->ScanLine[y];
// center view
cell2scr(pan_x,pan_y,gxs>>1,gys>>1,0);
pan_x=(xs>>1)-pan_x;
pan_y=(ys>>1)-pan_y;
}
//---------------------------------------------------------------------------
void isometric::mouse(int x,int y,TShiftState shift)
{
mx0=mx; mx=x;
my0=my; my=y;
sh0=sh; sh=shift;
scr2cell(sel_x,sel_y,sel_z,mx,my);
if ((sel_x<0)||(sel_y<0)||(sel_z<0)||(sel_x>=gxs)||(sel_y>=gys)||(sel_z>=gzs)) { sel_x=-1; sel_y=-1; sel_z=-1; }
}
//---------------------------------------------------------------------------
void isometric::draw()
{
int x,y,z,xx,yy;
// clear space
bmp->Canvas->Brush->Color=col_back;
bmp->Canvas->FillRect(TRect(0,0,xs,ys));
// grid
DWORD c0=col_zside;
col_zside=col_back;
for (y=0;y<gys;y++)
for (x=0;x<gxs;x++)
{
cell2scr(xx,yy,x,y,0);
cell_draw(xx,yy,_cell_type_ground,false);
}
col_zside=c0;
// cells
for (z=0;z<gzs;z++)
for (y=0;y<gys;y++)
for (x=0;x<gxs;x++)
{
cell2scr(xx,yy,x,y,z);
cell_draw(xx,yy,map[z][y][x],(x==sel_x)&&(y==sel_y)&&(z==sel_z));
}
// mouse0 cross
bmp->Canvas->Pen->Color=clBlue;
bmp->Canvas->MoveTo(mx0-10,my0); bmp->Canvas->LineTo(mx0+10,my0);
bmp->Canvas->MoveTo(mx0,my0-10); bmp->Canvas->LineTo(mx0,my0+10);
// mouse cross
bmp->Canvas->Pen->Color=clGreen;
bmp->Canvas->MoveTo(mx-10,my); bmp->Canvas->LineTo(mx+10,my);
bmp->Canvas->MoveTo(mx,my-10); bmp->Canvas->LineTo(mx,my+10);
// grid origin cross
bmp->Canvas->Pen->Color=clRed;
bmp->Canvas->MoveTo(pan_x-10,pan_y); bmp->Canvas->LineTo(pan_x+10,pan_y);
bmp->Canvas->MoveTo(pan_x,pan_y-10); bmp->Canvas->LineTo(pan_x,pan_y+10);
bmp->Canvas->Font->Charset=OEM_CHARSET;
bmp->Canvas->Font->Name="System";
bmp->Canvas->Font->Pitch=fpFixed;
bmp->Canvas->Font->Color=clAqua;
bmp->Canvas->Brush->Style=bsClear;
bmp->Canvas->TextOutA(5, 5,AnsiString().sprintf("Mouse: %i x %i",mx,my));
bmp->Canvas->TextOutA(5,20,AnsiString().sprintf("Select: %i x %i x %i",sel_x,sel_y,sel_z));
bmp->Canvas->Brush->Style=bsSolid;
}
//---------------------------------------------------------------------------
void isometric::cell2scr(int &sx,int &sy,int cx,int cy,int cz)
{
#ifdef isometric_layout_1
sx=pan_x+((cxs*(cx-cy))/2);
sy=pan_y+((cys*(cx+cy))/2)-(czs*cz);
#endif
#ifdef isometric_layout_2
sx=pan_x+(cxs*cx)+((cy&1)*cxs2);
sy=pan_y+(cys*cy/2)-(czs*cz);
#endif
}
//---------------------------------------------------------------------------
void isometric::scr2cell(int &cx,int &cy,int &cz,int sx,int sy)
{
int x0=-1,y0=-1,z0=-1,a,b,i,xx,yy;
#ifdef isometric_layout_1
// rough cell ground estimation (no z value yet)
// translate to (0,0,0) top left corner of the grid
xx=sx-pan_x-cxs2;
yy=sy-pan_y+cys2;
// change aspect to square cells cxs x cxs
yy=(yy*cxs)/cys;
// use the dot product with axis vectors to compute grid cell coordinates
cx=(+xx+yy)/cxs;
cy=(-xx+yy)/cxs;
cz=0;
// scan closest neighbors
#define _scann \
if ((cx>=0)&&(cx<gxs)) \
if ((cy>=0)&&(cy<gys)) \
{ \
for (cz=0;(map[cz+1][cy][cx]!=_cell_type_empty)&&(cz<czs-1);cz++); \
cell2scr(xx,yy,cx,cy,cz); \
if (map[cz][cy][cx]==_cell_type_full) yy-=czs; \
xx=(sx-xx); yy=((sy-yy)*cxs)/cys; \
a=(xx+yy); b=(xx-yy); \
if ((a>=0)&&(a<=cxs)&&(b>=0)&&(b<=cxs)) \
if (cz>=z0) { x0=cx; y0=cy; z0=cz; } \
}
_scann; // scan actual cell
for (i=gzs*czs;i>=0;i-=cys) // scan as many lines bellow actual cell as needed
{
cy++; _scann;
cx++; cy--; _scann;
cy++; _scann;
}
cx=x0; cy=y0; cz=z0; // return remembered cell coordinate
#undef _scann
#endif
#ifdef isometric_layout_2
// rough cell ground estimation (no z value yet)
cy=(2*(sy-pan_y))/cys;
cx= (sx-pan_x-((cy&1)*cxs2))/cxs;
cz=0;
// isometric tile shape crossing correction
cell2scr(xx,yy,cx,cy,cz);
xx=sx-xx;
yy=sy-yy;
if (xx<=cxs2) { if (yy> xx *cys/cxs) { cy++; if (int(cy&1)!=0) cx--; } }
else { if (yy>(cxs-xx)*cys/cxs) { cy++; if (int(cy&1)==0) cx++; } }
// scan closest neighbors
#define _scann \
if ((cx>=0)&&(cx<gxs)) \
if ((cy>=0)&&(cy<gys)) \
{ \
for (cz=0;(map[cz+1][cy][cx]!=_cell_type_empty)&&(cz<czs-1);cz++); \
cell2scr(xx,yy,cx,cy,cz); \
if (map[cz][cy][cx]==_cell_type_full) yy-=czs; \
xx=(sx-xx); yy=((sy-yy)*cxs)/cys; \
a=(xx+yy); b=(xx-yy); \
if ((a>=0)&&(a<=cxs)&&(b>=0)&&(b<=cxs)) \
if (cz>=z0) { x0=cx; y0=cy; z0=cz; } \
}
_scann; // scan actual cell
for (i=gzs*czs;i>=0;i-=cys) // scan as many lines bellow actual cell as needed
{
cy++; if (int(cy&1)!=0) cx--; _scann;
cx++; _scann;
cy++; if (int(cy&1)!=0) cx--; _scann;
}
cx=x0; cy=y0; cz=z0; // return remembered cell coordinate
#undef _scann
#endif
}
//---------------------------------------------------------------------------
void isometric::cell_draw(int x,int y,int tp,bool _sel)
{
TPoint pnt[5];
bmp->Canvas->Pen->Color=col_grid;
if (tp==_cell_type_empty)
{
if (!_sel) return;
bmp->Canvas->Pen->Color=col_sel;
pnt[0].x=x; pnt[0].y=y ;
pnt[1].x=x+cxs2; pnt[1].y=y+cys2;
pnt[2].x=x+cxs; pnt[2].y=y ;
pnt[3].x=x+cxs2; pnt[3].y=y-cys2;
pnt[4].x=x; pnt[4].y=y ;
bmp->Canvas->Polyline(pnt,4);
}
else if (tp==_cell_type_ground)
{
if (_sel) bmp->Canvas->Brush->Color=col_sel;
else bmp->Canvas->Brush->Color=col_zside;
pnt[0].x=x; pnt[0].y=y ;
pnt[1].x=x+cxs2; pnt[1].y=y+cys2;
pnt[2].x=x+cxs; pnt[2].y=y ;
pnt[3].x=x+cxs2; pnt[3].y=y-cys2;
bmp->Canvas->Polygon(pnt,3);
}
else if (tp==_cell_type_full)
{
if (_sel) bmp->Canvas->Brush->Color=col_sel;
else bmp->Canvas->Brush->Color=col_xside;
pnt[0].x=x+cxs2; pnt[0].y=y+cys2;
pnt[1].x=x+cxs; pnt[1].y=y;
pnt[2].x=x+cxs; pnt[2].y=y -czs;
pnt[3].x=x+cxs2; pnt[3].y=y+cys2-czs;
bmp->Canvas->Polygon(pnt,3);
if (_sel) bmp->Canvas->Brush->Color=col_sel;
else bmp->Canvas->Brush->Color=col_yside;
pnt[0].x=x; pnt[0].y=y;
pnt[1].x=x+cxs2; pnt[1].y=y+cys2;
pnt[2].x=x+cxs2; pnt[2].y=y+cys2-czs;
pnt[3].x=x; pnt[3].y=y -czs;
bmp->Canvas->Polygon(pnt,3);
if (_sel) bmp->Canvas->Brush->Color=col_sel;
else bmp->Canvas->Brush->Color=col_zside;
pnt[0].x=x; pnt[0].y=y -czs;
pnt[1].x=x+cxs2; pnt[1].y=y+cys2-czs;
pnt[2].x=x+cxs; pnt[2].y=y -czs;
pnt[3].x=x+cxs2; pnt[3].y=y-cys2-czs;
bmp->Canvas->Polygon(pnt,3);
}
}
//---------------------------------------------------------------------------
void isometric::map_random()
{
int i,x,y,z,x0,y0,r,h;
// clear
for (z=0;z<gzs;z++)
for (y=0;y<gys;y++)
for (x=0;x<gxs;x++)
map[z][y][x]=_cell_type_empty;
// add pseudo-random bumps
Randomize();
for (i=0;i<10;i++)
{
x0=Random(gxs);
y0=Random(gys);
r=Random((gxs+gys)>>3)+1;
h=Random(gzs);
for (z=0;(z<gzs)&&(r);z++,r--)
for (y=y0-r;y<y0+r;y++)
if ((y>=0)&&(y<gys))
for (x=x0-r;x<x0+r;x++)
if ((x>=0)&&(x<gxs))
map[z][y][x]=_cell_type_full;
}
}
//---------------------------------------------------------------------------
#endif
//---------------------------------------------------------------------------
[Edit1]图形方法
看一看
其主要思想是创建阴影屏幕缓冲区,其中存储渲染单元的id。这在O(1)
中提供了像素完美的精灵/单元选择,只需几行代码
idx[ys][xs]
它应该具有与地图视图相同的分辨率,并且应该能够在单个像素(以地图网格单元为单位)内存储渲染单元的(x,y,z)
值。我使用32位像素格式,因此我为x,y
选择12位,为z选择8位
DWORD color = (x) | (y<<12) | (z<<24)
使用上面的编码对该地图(屏幕)进行编码:
也会渲染到阴影屏幕,如下所示:
// grid size
const int gxs=15;
const int gys=30;
const int gzs=8;
// my map (all the cells)
int map[gzs][gys][gxs];
void isometric::scr2cell(int &cx,int &cy,int &cz,int sx,int sy)
{
// rough cell ground estimation (no z value yet)
cy=(2*(sy-pan_y))/cys;
cx= (sx-pan_x-((cy&1)*cxs2))/cxs;
cz=0;
// isometric tile shape crossing correction
int xx,yy;
cell2scr(xx,yy,cx,cy,cz);
xx=sx-xx;
yy=sy-yy;
if (xx<=cxs2) { if (yy> xx *cys/cxs) { cy++; if (int(cy&1)!=0) cx--; } }
else { if (yy>(cxs-xx)*cys/cxs) { cy++; if (int(cy&1)==0) cx++; } }
// scan closest neighbors
int x0=-1,y0=-1,z0=-1,a,b,i;
#define _scann \
if ((cx>=0)&&(cx<gxs)) \
if ((cy>=0)&&(cy<gys)) \
{ \
for (cz=0;(map[cz+1][cy][cx]!=_cell_type_empty)&&(cz<czs-1);cz++); \
cell2scr(xx,yy,cx,cy,cz); \
if (map[cz][cy][cx]==_cell_type_full) yy-=czs; \
xx=(sx-xx); yy=((sy-yy)*cxs)/cys; \
a=(xx+yy); b=(xx-yy); \
if ((a>=0)&&(a<=cxs)&&(b>=0)&&(b<=cxs)) \
if (cz>=z0) { x0=cx; y0=cy; z0=cz; } \
}
_scann; // scan actual cell
for (i=gzs*czs;i>=0;i-=cys) // scan as many lines bellow actual cell as needed
{
cy++; if (int(cy&1)!=0) cx--; _scann;
cx++; _scann;
cy++; if (int(cy&1)!=0) cx--; _scann;
}
cx=x0; cy=y0; cz=z0; // return remembered cell coordinate
#undef _scann
}
选择是完美的像素并不重要,如果你点击顶部,侧面
使用的瓷砖有:
Title: Isometric 64x64 Outside Tileset
Author: Yar
URL: http://opengameart.org/content/isometric-64x64-outside-tileset
License(s): * CC-BY 3.0 http://creativecommons.org/licenses/by/3.0/legalcode
这里是Win32演示:
请看,您可以直接从鼠标坐标计算地板网格坐标,然后只需在近邻的
Y,Z
轴上循环即可。只有瓷砖高度足以完全隐藏左上方/右上方/上方的瓷砖?@Davidisenstat No,这是一个游戏引擎,必须支持程序员希望拥有的每一块瓦片。@MaxMastalerz很有趣,所以我用我的等轴测引擎玩了一会儿,并成功地实现了我的方法。我已经编辑了我的答案并添加了扫描部分…其中很多可以用伪代码更清楚地解释,特别是相邻的扫描部分。@MaxMastalerz我认为没有必要,因为图像是自解释的,文本包含描述。你还声称你的扫描部分工作,但扫描所有单元格,因此你只需要从中选择要扫描的单元格。你的代码是否在鼠标位于瓷砖边缘时检测到鼠标?@不,只检测到顶部(因为这符合我的需要)如果您还需要边,那么使用您自己的检测。我看不到任何扩展此功能以进行全平铺扫描的简单方法。不管怎样,谢谢你的努力。
//---------------------------------------------------------------------------
//--- Isometric ver: 1.01 ---------------------------------------------------
//---------------------------------------------------------------------------
#ifndef _isometric_h
#define _isometric_h
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
// colors 0x00BBGGRR
DWORD col_back =0x00000000;
DWORD col_grid =0x00202020;
DWORD col_xside=0x00606060;
DWORD col_yside=0x00808080;
DWORD col_zside=0x00A0A0A0;
DWORD col_sel =0x00FFFF00;
//---------------------------------------------------------------------------
//--- configuration defines -------------------------------------------------
//---------------------------------------------------------------------------
// #define isometric_layout_1 // x axis: righ+down, y axis: left+down
// #define isometric_layout_2 // x axis: righ , y axis: left+down
//---------------------------------------------------------------------------
#define isometric_layout_2
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
/*
// grid size
const int gxs=4;
const int gys=16;
const int gzs=8;
// cell size
const int cxs=100;
const int cys= 50;
const int czs= 15;
*/
// grid size
const int gxs=15;
const int gys=30;
const int gzs=8;
// cell size
const int cxs=40;
const int cys=20;
const int czs=10;
const int cxs2=cxs>>1;
const int cys2=cys>>1;
// cell types
enum _cell_type_enum
{
_cell_type_empty=0,
_cell_type_ground,
_cell_type_full,
_cell_types
};
//---------------------------------------------------------------------------
class isometric
{
public:
// screen buffer
Graphics::TBitmap *bmp;
DWORD **pyx;
int xs,ys;
// isometric map
int map[gzs][gys][gxs];
// mouse
int mx,my,mx0,my0; // [pixel]
TShiftState sh,sh0;
int sel_x,sel_y,sel_z; // [grid]
// view
int pan_x,pan_y;
// constructors for compiler safety
isometric();
isometric(isometric& a) { *this=a; }
~isometric();
isometric* operator = (const isometric *a) { *this=*a; return this; }
isometric* operator = (const isometric &a);
// Window API
void resize(int _xs,int _ys); // [pixels]
void mouse(int x,int y,TShiftState sh); // [mouse]
void draw();
// auxiliary API
void cell2scr(int &sx,int &sy,int cx,int cy,int cz);
void scr2cell(int &cx,int &cy,int &cz,int sx,int sy);
void cell_draw(int x,int y,int tp,bool _sel=false); // [screen]
void map_random();
};
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
isometric::isometric()
{
// init screen buffers
bmp=new Graphics::TBitmap;
bmp->HandleType=bmDIB;
bmp->PixelFormat=pf32bit;
pyx=NULL; xs=0; ys=0;
resize(1,1);
// init map
int x,y,z,t;
t=_cell_type_empty;
// t=_cell_type_ground;
// t=_cell_type_full;
for (z=0;z<gzs;z++,t=_cell_type_empty)
for (y=0;y<gys;y++)
for (x=0;x<gxs;x++)
map[z][y][x]=t;
// init mouse
mx =0; my =0; sh =TShiftState();
mx0=0; my0=0; sh0=TShiftState();
sel_x=-1; sel_y=-1; sel_z=-1;
// init view
pan_x=0; pan_y=0;
}
//---------------------------------------------------------------------------
isometric::~isometric()
{
if (pyx) delete[] pyx; pyx=NULL;
if (bmp) delete bmp; bmp=NULL;
}
//---------------------------------------------------------------------------
isometric* isometric::operator = (const isometric &a)
{
resize(a.xs,a.ys);
bmp->Canvas->Draw(0,0,a.bmp);
int x,y,z;
for (z=0;z<gzs;z++)
for (y=0;y<gys;y++)
for (x=0;x<gxs;x++)
map[z][y][x]=a.map[z][y][x];
mx=a.mx; mx0=a.mx0; sel_x=a.sel_x;
my=a.my; my0=a.my0; sel_y=a.sel_y;
sh=a.sh; sh0=a.sh0; sel_z=a.sel_z;
pan_x=a.pan_x;
pan_y=a.pan_y;
return this;
}
//---------------------------------------------------------------------------
void isometric::resize(int _xs,int _ys)
{
if (_xs<1) _xs=1;
if (_ys<1) _ys=1;
if ((xs==_xs)&&(ys==_ys)) return;
bmp->SetSize(_xs,_ys);
xs=bmp->Width;
ys=bmp->Height;
if (pyx) delete pyx;
pyx=new DWORD*[ys];
for (int y=0;y<ys;y++) pyx[y]=(DWORD*) bmp->ScanLine[y];
// center view
cell2scr(pan_x,pan_y,gxs>>1,gys>>1,0);
pan_x=(xs>>1)-pan_x;
pan_y=(ys>>1)-pan_y;
}
//---------------------------------------------------------------------------
void isometric::mouse(int x,int y,TShiftState shift)
{
mx0=mx; mx=x;
my0=my; my=y;
sh0=sh; sh=shift;
scr2cell(sel_x,sel_y,sel_z,mx,my);
if ((sel_x<0)||(sel_y<0)||(sel_z<0)||(sel_x>=gxs)||(sel_y>=gys)||(sel_z>=gzs)) { sel_x=-1; sel_y=-1; sel_z=-1; }
}
//---------------------------------------------------------------------------
void isometric::draw()
{
int x,y,z,xx,yy;
// clear space
bmp->Canvas->Brush->Color=col_back;
bmp->Canvas->FillRect(TRect(0,0,xs,ys));
// grid
DWORD c0=col_zside;
col_zside=col_back;
for (y=0;y<gys;y++)
for (x=0;x<gxs;x++)
{
cell2scr(xx,yy,x,y,0);
cell_draw(xx,yy,_cell_type_ground,false);
}
col_zside=c0;
// cells
for (z=0;z<gzs;z++)
for (y=0;y<gys;y++)
for (x=0;x<gxs;x++)
{
cell2scr(xx,yy,x,y,z);
cell_draw(xx,yy,map[z][y][x],(x==sel_x)&&(y==sel_y)&&(z==sel_z));
}
// mouse0 cross
bmp->Canvas->Pen->Color=clBlue;
bmp->Canvas->MoveTo(mx0-10,my0); bmp->Canvas->LineTo(mx0+10,my0);
bmp->Canvas->MoveTo(mx0,my0-10); bmp->Canvas->LineTo(mx0,my0+10);
// mouse cross
bmp->Canvas->Pen->Color=clGreen;
bmp->Canvas->MoveTo(mx-10,my); bmp->Canvas->LineTo(mx+10,my);
bmp->Canvas->MoveTo(mx,my-10); bmp->Canvas->LineTo(mx,my+10);
// grid origin cross
bmp->Canvas->Pen->Color=clRed;
bmp->Canvas->MoveTo(pan_x-10,pan_y); bmp->Canvas->LineTo(pan_x+10,pan_y);
bmp->Canvas->MoveTo(pan_x,pan_y-10); bmp->Canvas->LineTo(pan_x,pan_y+10);
bmp->Canvas->Font->Charset=OEM_CHARSET;
bmp->Canvas->Font->Name="System";
bmp->Canvas->Font->Pitch=fpFixed;
bmp->Canvas->Font->Color=clAqua;
bmp->Canvas->Brush->Style=bsClear;
bmp->Canvas->TextOutA(5, 5,AnsiString().sprintf("Mouse: %i x %i",mx,my));
bmp->Canvas->TextOutA(5,20,AnsiString().sprintf("Select: %i x %i x %i",sel_x,sel_y,sel_z));
bmp->Canvas->Brush->Style=bsSolid;
}
//---------------------------------------------------------------------------
void isometric::cell2scr(int &sx,int &sy,int cx,int cy,int cz)
{
#ifdef isometric_layout_1
sx=pan_x+((cxs*(cx-cy))/2);
sy=pan_y+((cys*(cx+cy))/2)-(czs*cz);
#endif
#ifdef isometric_layout_2
sx=pan_x+(cxs*cx)+((cy&1)*cxs2);
sy=pan_y+(cys*cy/2)-(czs*cz);
#endif
}
//---------------------------------------------------------------------------
void isometric::scr2cell(int &cx,int &cy,int &cz,int sx,int sy)
{
int x0=-1,y0=-1,z0=-1,a,b,i,xx,yy;
#ifdef isometric_layout_1
// rough cell ground estimation (no z value yet)
// translate to (0,0,0) top left corner of the grid
xx=sx-pan_x-cxs2;
yy=sy-pan_y+cys2;
// change aspect to square cells cxs x cxs
yy=(yy*cxs)/cys;
// use the dot product with axis vectors to compute grid cell coordinates
cx=(+xx+yy)/cxs;
cy=(-xx+yy)/cxs;
cz=0;
// scan closest neighbors
#define _scann \
if ((cx>=0)&&(cx<gxs)) \
if ((cy>=0)&&(cy<gys)) \
{ \
for (cz=0;(map[cz+1][cy][cx]!=_cell_type_empty)&&(cz<czs-1);cz++); \
cell2scr(xx,yy,cx,cy,cz); \
if (map[cz][cy][cx]==_cell_type_full) yy-=czs; \
xx=(sx-xx); yy=((sy-yy)*cxs)/cys; \
a=(xx+yy); b=(xx-yy); \
if ((a>=0)&&(a<=cxs)&&(b>=0)&&(b<=cxs)) \
if (cz>=z0) { x0=cx; y0=cy; z0=cz; } \
}
_scann; // scan actual cell
for (i=gzs*czs;i>=0;i-=cys) // scan as many lines bellow actual cell as needed
{
cy++; _scann;
cx++; cy--; _scann;
cy++; _scann;
}
cx=x0; cy=y0; cz=z0; // return remembered cell coordinate
#undef _scann
#endif
#ifdef isometric_layout_2
// rough cell ground estimation (no z value yet)
cy=(2*(sy-pan_y))/cys;
cx= (sx-pan_x-((cy&1)*cxs2))/cxs;
cz=0;
// isometric tile shape crossing correction
cell2scr(xx,yy,cx,cy,cz);
xx=sx-xx;
yy=sy-yy;
if (xx<=cxs2) { if (yy> xx *cys/cxs) { cy++; if (int(cy&1)!=0) cx--; } }
else { if (yy>(cxs-xx)*cys/cxs) { cy++; if (int(cy&1)==0) cx++; } }
// scan closest neighbors
#define _scann \
if ((cx>=0)&&(cx<gxs)) \
if ((cy>=0)&&(cy<gys)) \
{ \
for (cz=0;(map[cz+1][cy][cx]!=_cell_type_empty)&&(cz<czs-1);cz++); \
cell2scr(xx,yy,cx,cy,cz); \
if (map[cz][cy][cx]==_cell_type_full) yy-=czs; \
xx=(sx-xx); yy=((sy-yy)*cxs)/cys; \
a=(xx+yy); b=(xx-yy); \
if ((a>=0)&&(a<=cxs)&&(b>=0)&&(b<=cxs)) \
if (cz>=z0) { x0=cx; y0=cy; z0=cz; } \
}
_scann; // scan actual cell
for (i=gzs*czs;i>=0;i-=cys) // scan as many lines bellow actual cell as needed
{
cy++; if (int(cy&1)!=0) cx--; _scann;
cx++; _scann;
cy++; if (int(cy&1)!=0) cx--; _scann;
}
cx=x0; cy=y0; cz=z0; // return remembered cell coordinate
#undef _scann
#endif
}
//---------------------------------------------------------------------------
void isometric::cell_draw(int x,int y,int tp,bool _sel)
{
TPoint pnt[5];
bmp->Canvas->Pen->Color=col_grid;
if (tp==_cell_type_empty)
{
if (!_sel) return;
bmp->Canvas->Pen->Color=col_sel;
pnt[0].x=x; pnt[0].y=y ;
pnt[1].x=x+cxs2; pnt[1].y=y+cys2;
pnt[2].x=x+cxs; pnt[2].y=y ;
pnt[3].x=x+cxs2; pnt[3].y=y-cys2;
pnt[4].x=x; pnt[4].y=y ;
bmp->Canvas->Polyline(pnt,4);
}
else if (tp==_cell_type_ground)
{
if (_sel) bmp->Canvas->Brush->Color=col_sel;
else bmp->Canvas->Brush->Color=col_zside;
pnt[0].x=x; pnt[0].y=y ;
pnt[1].x=x+cxs2; pnt[1].y=y+cys2;
pnt[2].x=x+cxs; pnt[2].y=y ;
pnt[3].x=x+cxs2; pnt[3].y=y-cys2;
bmp->Canvas->Polygon(pnt,3);
}
else if (tp==_cell_type_full)
{
if (_sel) bmp->Canvas->Brush->Color=col_sel;
else bmp->Canvas->Brush->Color=col_xside;
pnt[0].x=x+cxs2; pnt[0].y=y+cys2;
pnt[1].x=x+cxs; pnt[1].y=y;
pnt[2].x=x+cxs; pnt[2].y=y -czs;
pnt[3].x=x+cxs2; pnt[3].y=y+cys2-czs;
bmp->Canvas->Polygon(pnt,3);
if (_sel) bmp->Canvas->Brush->Color=col_sel;
else bmp->Canvas->Brush->Color=col_yside;
pnt[0].x=x; pnt[0].y=y;
pnt[1].x=x+cxs2; pnt[1].y=y+cys2;
pnt[2].x=x+cxs2; pnt[2].y=y+cys2-czs;
pnt[3].x=x; pnt[3].y=y -czs;
bmp->Canvas->Polygon(pnt,3);
if (_sel) bmp->Canvas->Brush->Color=col_sel;
else bmp->Canvas->Brush->Color=col_zside;
pnt[0].x=x; pnt[0].y=y -czs;
pnt[1].x=x+cxs2; pnt[1].y=y+cys2-czs;
pnt[2].x=x+cxs; pnt[2].y=y -czs;
pnt[3].x=x+cxs2; pnt[3].y=y-cys2-czs;
bmp->Canvas->Polygon(pnt,3);
}
}
//---------------------------------------------------------------------------
void isometric::map_random()
{
int i,x,y,z,x0,y0,r,h;
// clear
for (z=0;z<gzs;z++)
for (y=0;y<gys;y++)
for (x=0;x<gxs;x++)
map[z][y][x]=_cell_type_empty;
// add pseudo-random bumps
Randomize();
for (i=0;i<10;i++)
{
x0=Random(gxs);
y0=Random(gys);
r=Random((gxs+gys)>>3)+1;
h=Random(gzs);
for (z=0;(z<gzs)&&(r);z++,r--)
for (y=y0-r;y<y0+r;y++)
if ((y>=0)&&(y<gys))
for (x=x0-r;x<x0+r;x++)
if ((x>=0)&&(x<gxs))
map[z][y][x]=_cell_type_full;
}
}
//---------------------------------------------------------------------------
#endif
//---------------------------------------------------------------------------
//$$---- Form CPP ----
//---------------------------------------------------------------------------
#include <vcl.h>
#pragma hdrstop
#include "win_main.h"
#include "isometric.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TMain *Main;
isometric iso;
//---------------------------------------------------------------------------
void TMain::draw()
{
iso.draw();
Canvas->Draw(0,0,iso.bmp);
}
//---------------------------------------------------------------------------
__fastcall TMain::TMain(TComponent* Owner) : TForm(Owner)
{
Cursor=crNone;
iso.map_random();
}
//---------------------------------------------------------------------------
void __fastcall TMain::FormResize(TObject *Sender)
{
iso.resize(ClientWidth,ClientHeight);
draw();
}
//---------------------------------------------------------------------------
void __fastcall TMain::FormPaint(TObject *Sender)
{
draw();
}
//---------------------------------------------------------------------------
void __fastcall TMain::tim_redrawTimer(TObject *Sender)
{
draw();
}
//---------------------------------------------------------------------------
void __fastcall TMain::FormMouseMove(TObject *Sender, TShiftState Shift, int X,int Y) { iso.mouse(X,Y,Shift); draw(); }
void __fastcall TMain::FormMouseDown(TObject *Sender, TMouseButton Button,TShiftState Shift, int X, int Y) { iso.mouse(X,Y,Shift); draw(); }
void __fastcall TMain::FormMouseUp(TObject *Sender, TMouseButton Button,TShiftState Shift, int X, int Y) { iso.mouse(X,Y,Shift); draw(); }
//---------------------------------------------------------------------------
void __fastcall TMain::FormDblClick(TObject *Sender)
{
iso.map_random();
}
//---------------------------------------------------------------------------
DWORD color = (x) | (y<<12) | (z<<24)
c=idx[my][mx]
if (c!=0xFFFFFFFF)
{
x= c &0x00000FFF;
y=(c>>12)&0x00000FFF;
z=(c>>24)&0x000000FF;
}
else
{
// here use the grid floor cell position formula from above approach if needed
// or have empty cell rendered for z=0 with some special sprite to avoid this case.
}
Title: Isometric 64x64 Outside Tileset
Author: Yar
URL: http://opengameart.org/content/isometric-64x64-outside-tileset
License(s): * CC-BY 3.0 http://creativecommons.org/licenses/by/3.0/legalcode