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Isometric coord to Descartes coord (running on love2D engine)
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-- https://github.com/davidm/lua-matrix/blob/master/lua/matrix.lua | |
local matrix = require 'matrix' | |
-- Origin x,y (Screen coord) | |
Ix0, Iy0 = 93, 329; -- Isometric | |
Dx0, Dy0 = 450, 329; -- Descartes | |
-- invert y axis, move to Dx0, Dy0 | |
descartesToScreenMatrix = (matrix{{1, 0, Dx0}, {0, 1, Dy0}, {0, 0, 1}} * matrix{{1, 0, 0}, {0, -1, 0}, {0, 0, 1}}) | |
-- Basis Vector I is (sqrt(3)/2, -1/2), J is (0, 1) | |
descartesToIsometricMatrix = matrix{{0.86602, 0, 0}, {-0.5, 1, 0}, {0, 0, 1}}; | |
-- invert D to I | |
isometricToDescartesMatrix = matrix.invert(descartesToIsometricMatrix); | |
-- invert y axis, move to Ix0, Iy0 | |
isometricToScreenMatrix = (matrix{{1, 0, Ix0}, {0, 1, Iy0}, {0, 0, 1}} * matrix{{1, 0, 0}, {0, -1, 0}, {0, 0, 1}}) | |
-- Player is in the ISOMETRIC coord. | |
playerX = 0; | |
playerY = 0; | |
-- screen coords. | |
descartesScreenX, descartesScreenY = 0,0; | |
isometircScreenX, isometricScreenY = 0,0; | |
-- transformed player position (in descartes) | |
desPosX, desPosY = 0,0; | |
function love.init() | |
-- nothing to do. | |
end | |
function love.update() | |
local amt = 1; | |
-- move player's coord (screen coord sys) | |
if love.keyboard.isDown("left") or love.keyboard.isDown("a") then | |
playerX = playerX - amt; | |
end | |
if love.keyboard.isDown("right") or love.keyboard.isDown("d") then | |
playerX = playerX + amt; | |
end | |
if love.keyboard.isDown("up") or love.keyboard.isDown("w") then | |
playerY = playerY + amt; | |
end | |
if love.keyboard.isDown("down") or love.keyboard.isDown("s") then | |
playerY = playerY - amt; | |
end | |
isometircScreenX, isometricScreenY = IsometricToScreenCoordinate(playerX, playerY); | |
desPosX, desPosY = IsometricToDescartesCoordinate(playerX, playerY); | |
descartesScreenX, descartesScreenY = DescartesToScreenCoordinate(desPosX, desPosY); | |
end | |
function love.draw() | |
love.graphics.setColor(255, 255, 255, 255); | |
-- info | |
love.graphics.print("[Use WASD or Arrow keys to move, you're moving player in isometric]", 0, 0); | |
love.graphics.print("Descartes player Position "..math.floor(desPosX).." , "..math.floor(desPosY), 0, 30); | |
love.graphics.print("Player is on Tile ("..math.floor(desPosX/20).." , "..math.floor(desPosY/20)..")", 0, 60); | |
-- display 'descartes' | |
love.graphics.print("DESCARTES", descartesScreenX, descartesScreenY); | |
-- display 'isometric' | |
love.graphics.print("ISOMETRIC", isometircScreenX, isometricScreenY); | |
-- draw graphs | |
DrawGraph("<Transformed>", DescartesToScreenCoordinate); | |
DrawGraph("<Game Map>", DescartesToIsometricScreenCoordinate); | |
end | |
function DrawGraph(title, transfromFunction) | |
drawLine = function(x0, y0, x1, y1) | |
local xBegin, yBegin = transfromFunction(x0, y0); | |
local xEnd, yEnd = transfromFunction(x1, y1); | |
love.graphics.line(xBegin, yBegin, xEnd, yEnd); | |
end | |
local x,y = 0,0; | |
x2,y2 = transfromFunction(x,y + 220); | |
love.graphics.print(title, x2, y2); | |
drawLine(x, y, x, y + 200); | |
drawLine(x, y, x + 200, y); | |
love.graphics.setColor(255, 255, 255, 128); | |
for i = 0, 10 do | |
drawLine(x + i * 20, y, x + i * 20, y+200) -- y | |
end | |
for i = 0, 10 do | |
drawLine(x, y + i * 20, x+200, y + i * 20) -- x | |
end | |
love.graphics.setColor(255, 255, 255, 255); | |
end | |
-- matrix * vector (transform) functions | |
function DescartesToScreenCoordinate(x, y) | |
descartesPosition = matrix{{x}, {y}, {1}}; | |
screenPosition = descartesToScreenMatrix * descartesPosition; | |
return screenPosition[1][1], screenPosition[2][1]; | |
end | |
function DescartesToIsometricCoordinate(x, y) | |
descartesPosition = matrix{{x}, {y}, {1}}; | |
isometricPosition = descartesToIsometricMatrix * descartesPosition; | |
return isometricPosition[1][1], isometricPosition[2][1]; | |
end | |
function IsometricToDescartesCoordinate(x, y) | |
isometricPosition = matrix{{x}, {y}, {1}}; | |
descartesPosition = isometricToDescartesMatrix * isometricPosition; | |
return descartesPosition[1][1], descartesPosition[2][1]; | |
end | |
function IsometricToScreenCoordinate(x, y) | |
isometricPosition = matrix{{x}, {y}, {1}}; | |
screenPosition = isometricToScreenMatrix * isometricPosition; | |
return screenPosition[1][1], screenPosition[2][1]; | |
end | |
-- only for isometric graph drawing | |
function DescartesToIsometricScreenCoordinate(x, y) | |
isometricPosition = matrix{{x}, {y}, {1}}; | |
screenPosition = isometricToScreenMatrix * descartesToIsometricMatrix * isometricPosition; | |
return screenPosition[1][1], screenPosition[2][1]; | |
end |
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orthogonal 이라는 말을 쓸껄 그랬나보다