Implementing the isometric view via isometric art

Please refer to the SampleIsometricDemo source folder, which implements a sample level of our game using isometric art and the previously mentioned equations. There are some differences in the approach that I will be explaining in the following sections. Most of it has to do with the change in level data, altering the registration point of larger tiles, and handling depth. We also need to offset the image drawing so that it fits in the screen area. We use a variable called screenOffset for this purpose. The render code is as follows:

var pt:Point=new Point();
for(var i:int=0;i<groundArray.length;i++){
  for(var j:int=0;j<groundArray[0].length;j++){
    //draw the ground
    img=new Image(texAtlas.getTexture(String(groundArray[i][j]).split(".")[0]));
    pt.x=j*tileWidth;
    pt.y=i*tileWidth;
    pt=IsoHelper.cartToIso(pt);
    img.x=pt.x+screenOffset.x;
    img.y=pt.y+screenOffset.y;
    rTex.draw(img);
    //draw overlay
    if(overlayArray[i][j]!="*"){
      img=new Image(texAtlas.getTexture(String(overlayArray[i][j]).split(".")[0]));]));
      img.x=pt.x+screenOffset.x;
      img.y=pt.y+screenOffset.y;
      if(regPoints[overlayArray[i][j]]!=null){
        img.x+=regPoints[overlayArray[i][j]].x;
        img.y-=regPoints[overlayArray[i][j]].y;
      }
      rTex.draw(img);
    }
  }
}

The result is shown in the following screenshot:

Implementing the isometric view via isometric art
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