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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Isometric map with mouse collision by Pakz2014


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

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Comments

zoqfotpik2014
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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