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  rounding issues with isometric mousex,y to tile  (Read 394 times)
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Offline LordChandar

Junior Member


Projects: 1



« Posted 2012-12-16 18:33:17 »

Howdy...

I have really enjoyed all the dialogue so far with the questions and answers to my questions.  This is an awesome community.

Today, I seem to be having a possible rounding issue with translating mousexy coordinates back to the exact isometric tile.  I use two functions:

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public RPGUtil.point ScreenToIsoPos(int screenX, int screenY) 
    {
        //System.out.printf("@AY:AX = %d:%d\n",screenY,screenX);
       
        float isoX = (((float)screenX) / ((float)this.terrain_width / 2.0f) + ((float)screenY) / ((float)this.terrain_height / 2.0f)) / 2.0f;
        float isoY = (((float)screenY) / ((float)this.terrain_height / 2.0f) - ((float)screenX) / ((float)this.terrain_width / 2.0f)) / 2.0f;
        //System.out.printf("@isoY:isoX = %d:%d\n",isoY,isoX);
       return new RPGUtil.point((short)Math.floor(isoX), (short)(Math.floor(isoY)));
    }


I have tried floor() and round() and it does the same thing.

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public RPGUtil.point VirtualScreenToIsoPos(int screenX, int screenY) 
    {
        Point xy = new Point(screenX,screenY);
        xy.x-=(short)(this.vp_startX)+this.terrain_width/2;
        xy.y-=(short)(this.vp_startY)+this.terrain_height/2;    
       
       return this.ScreenToIsoPos(xy.x, xy.y);
    }


The issue seems to be if the mouse is toward the edges of the tile it *should* be on, it hops over to the adjacent tile.

Any one else fixed this issue?
Offline Gjallar

Senior Member


Medals: 7


Follower of Nurgle


« Reply #1 - Posted 2012-12-16 18:36:46 »

Would be great if you would use the
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tags!
Offline LordChandar

Junior Member


Projects: 1



« Reply #2 - Posted 2012-12-16 19:02:08 »

My apologies.

I had been having trouble the tags, but now that I have been admonished, I guess that was the motivation I needed to learn them.

Fixed.
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