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  Working with Isometric Maps  (Read 702 times)
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Offline Maged

Senior Newbie

« Posted 2014-06-11 11:30:53 »

Hi guys,

I recently developed the logic and UI for inventory thanks for the help of you guys in the forum.

Now I am trying to switch the map from a normal orthographic map to isometric map. I use Tiled to draw my map and save it as .TMX file then load it in Java and work with it using libGDX.

I currently have a very frustrating problem that couldn't understand how to deal with, below is the map I am using.

In Tiled the far top tile is the (0, 0) tile.
The walls in this map is set as blocked so the player can't move through it.
Rendering this map in Java, it shows the exact image I draw in Tiled BUT the blocked layer is flipped by the meaning that it consider the far left tile to be (0, 0) and it sets it to be blocked however there is nothing drawn there!
The thing that I will also try to handle is that for the player the far left point is the (0, 0) coordinate and when I move down it is the negative y-axis and up is the positive y-axis.

I don't know how to make this all can be fixed as I tried looking for tutorials but without getting lucky.

Any experienced users can tell me what to do?
Offline micecd

Junior Devvie

Medals: 8

« Reply #1 - Posted 2014-06-23 11:19:50 »

Okay, I think I know what is going on...
The map as you explain it is rotating the origin of the map counter clockwise?

If that is the case, I would just save the objects on the map rather than the map itself, and safe the map as just the width and height, so when it comes to initialization you can avoid this altogether, and just place the objects into the level according to entities/objects and go from there.
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