ActionScript 3.0 :: Formula For Calculating "true" Isometric Tile Row/number?
Nov 18, 2010
I'm trying to do a isometric game, diamond shaped stage. And want to know how the formula for translating the mouse position over a tile into the correct row/column of it.
I'm trying to extend an isometric Flash game based on as3isolib. The game does only support diamond shaped grids but I have to implement the possibility to have rectangular shaped grids, too.
I have a little problem with my isometric tile chat beceause i cant get object that are bigger than one tile on mij stage beceause the depths dont seem right then.This is wat i have at the moment:But as you can see the building intersects with the wall.Here is my code for making the map:
how can i create an opposite of a hexadecimal color? for example, i'd like to convert 0x000000 (black) into 0xFFFFFF (white), or 0xFF0000 (red) into 0x00FFFF (cyan). those are rather basic colors, while variants of colors can have more complex hexadecimal values, such as 0x21B813 (greenish). are bitwise operators required for this? maybe a loop of each digit to calculate it's mirror from 0 to 15, or 0 to F (0 become F, 6 becomes 9, etc.) i'm using ActionScript, so i'm almost certain that this would be done the same way in Java.
how to convert it to 0 and also if the number wsa 9, convert it to 1, and if it was 8 it gets converted to 2.. and so on.. where if it was 0 it would then be 10 Is there a formula? The 0 to 10, and 10 to 0 may not be possible but that's ok.
I am developing a game for mobile in AIR (as3). I have created some bots for this game that initially just wander around. But when a bonus enters the stage, they have to move to the bonus.The detection of a new bonus and moving of the bots works fine, but there is something wrong with the manipulation when a new bonus enters the stage.Basically, this is how it works (or I try to make it work):My bot moves along with his rotation as a parameter. (works fine)
private function moveToNextLocation():void { var angle:Number = _rotation * 0.0174532925; // 1 degree = 0.0174532925 radians var speedX:Number = Math.sin(angle) * _speed;
I'm trying to dynamically draw out an isometric grid but I'm hitting a few problems, currently I'm using a matrix transformation to get the grid to look more isometric that tile based but it has it's problems so I want to add the grid with out using the matrix transformations. currently I have..
[Code]....
I tried to draw it out using Sin ,Cos and Tan functions to try to set the coordinates but it didn't behave like I had expected,
I'm making a game where you place tiles on a grid. When placing a tile, I need to check the existance of another tile to the left, right, or above and below, otherwise the tile should not be placed.. Here is a function I thought would work, that accepts one variable (the position of the tile just as it is about to be placed) :-
private function checkSurroundingTiles(gridPosition:uint) { var t1 = gridPosition - 12; var t2 = gridPosition - 1; var t3 = gridPosition + 1; var t4 = gridPosition + 12; for(i = 0; i < gridRefArray.length; i++) { var checkTile = gridRefArray[i]; if(checkTile == t1) { return true;
i have an mc on stage and im creating some buttons into this holder. the button is just a white square with a text field for a number above it. If i remove the number I get the hand pointer, but if I dont whenever you roll over the number area you lose the hand pointer. i
I am pulling the words "true" and "false" from a query, but in flash I need them to be the values of true and false, not strings, is there a way to convert this datatype?
I'm having a real problem trying to work this out...
A: I start with a movieclip on stage. it's 100x100.
B: I set xscale and yscale to 150.
C: I use "attachMovie" to add a little man into the square.The problem is, the man has an xscale of 100, but he is also scaled with the movieclip square container. So he appears too big.
D: What i would like to know, is what formula you would use to reduce his scale so he is the correct height, if the container movieclip had an xscale of 100?
I need to calculate the value of a formula which is passed dynamically by using text box.This formula contains a set of variables which are already declared and assigned a value(hard coded). I will provide a submit button , on clicking this button I must be able to evaluate the formula that I have passed dynamically using the text box.
I've been trying to look this up but not had any luck so far. I'm trying to make a simple pseudo-3D app, but I'm stuck on how to pull off the movement. If I have an object with x,y,z coordinates, and its movement speed, pitch, and yaw, what formula would I use for movement? So for example, if the object is at 0,0,0, moves 6 units per frame, and has pitch 30 degrees and yaw 15 degrees, what will be its coordinates next frame?
How would I go about using CopyPixels to build an isometric map? CopyPixels takes a specific rectangle and copies that onto a bitmap.. But how would one use that to build a seamless isometric map?Building a square top-down tiled map would be very simple as copypixels pastes each tile next to one another.. But for Isometric Maps, this would be different as some parts of the CopyPixels rectangle is over lapped into other tiles.. and this would 'erase' the bitmap of the other tiles currently on the bitmap..[URL]Fig2, is what happens when you try to do a copyPixel over an existing bitmap, assuming the white is transparent space.
I have a little math problem with a game I'm making, and I can't for the life of me figure out the formula needed to accomplish something..Say, there's a sniping game, and a BIG image that must scroll from left to right according to the mouse movement.
Something like this:[URL]... In that example, the scene is 550 pixels wide, and the image is 1100, exactly two times the scene, so the formula is kinda easy..
[Code]...
the center of the image would be at x 1500, way over to the right of the scene, outside it, but it would fit inside the screen, like this (the blue square represents the real size of the scene):[URL]..Then when the mouse is at the far right side, that is 550 x, the image center should be at -950 x, like this:[URL]...
I'm not that good with Math and i have a formula for a that it's universal from what i understood but i dont know how to transform it to work with Flash's Math API.
I've been searching for the formula used intrinsically in Flash but I couldn't find anything. Does anybody know how the result colors are obtained when the 'layer' blend mode is chosen for the upper object? I thinks it's done separately in each channel using the transparency values.There might be some bitwise operations going on there but I'm not sure.
i'm trying to dynamically layout a calendar using actionscript and i'm no good at determining algorithms to quickly and efficiently lay things out.what i want to do is set it up per the image attached:
* where there are 7 columns and a varying number of rows.
* the top row has the 2 arrows and the month and year display.
* the second row has all the day headings, i.e. S, M, T, W, R, F, S
* and the rest of the rows will have the dates.
how do i come up with a nice clean formula to calculate the positions so all these elements align?
When I print out the loan_amount I get a 0.If I do: var loan_amount = (Math.pow(trm, (1 + apr)) -1); it will give me the result 1.0331079714165e55
As soon as I add the next part of the equation (apr / (Math.pow(trm, (1 + apr)) -1 )); it will give me the actual apr value as the result instead of the apr divided by the 1.0331079714165e55.Likewise, if I try to add a fixed value instead of the apr variable, it will return that fixed value instead of doing the math.
Selectedcolor, true to the text true or false is false text into print.colorPicker component in, I select Export to a selected color, the color value myMC texte into summer, but accuracy can not control.
var myColorPicker:ColorPicker = new ColorPicker();myColorPicker.editable = false;myColorPicker.visible = false;myMC.visible= false;myColorPicker.addEventListener(MouseEvent.CLICK, clickHandler);myColorPicker.addEventListener(ColorPickerEvent.CHANGE, changeHandler);[code].........
Am updating a 2D game I made to have an isometric view, problem is am having issues when converting the 2d coordinates of given movieclips into isometric ones. The way I converted my game into an isometric one is just by rotating rectangular graphic 45 degrees and increasing its width such that its 2 times the height.I having problems converting all my 2D coordinates into isometric ones.Is there a function to convert them, or a mathematical formula I could use? by the way the game am making is not tile based, so functions that use tiles to convert the coordinates are not going to work unfortunately.
EDIT: I managed to fix it, I just changed the alignment to be the upper left corner, i.e. though the game is isometric and has a demimonde shape, I imagined that it is contained in a box, and that box's upper left edge is where it is aligned...this way both x and y coordinates r the same ones in both 2D and "isometric" view.
I've been reading a bunch of the tutorials about using isometric in flash but they all seem to have one thing in common. They all use the arrow keys for movement. I've been trying to use the mouse for movement but have only met with frustration so far. I can get the movement to work but then the object collision on the tiles doesn't work or vise versa.
Using a matrix I'm tyring to turn a square into an isometric tile by skewing it upwards (y -30) and skewing it to the right (x + 60). This does giv the desired angles but the sides of the square are stretched and become incongruent. Is there some way to lock the sides from stretching when skewed with a matrix? Pictures speak loouder than words, the shape on the right is what I get and below it shows what I want: [URL]