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Isometric Mapping Demo
#1
I was thinking of working up a simple little game which utilizes isometric mapping to create a pseudo-3d environment, and I couldn't find a demo of anything similar on the forums.  So, in the spirit of "can do", I did, and here's what I came up with some time ago and now retweaked and improved for QB64PE:

Code: (Select All)
SCREEN _NEWIMAGE(1024, 720, 32)
_SCREENMOVE _MIDDLE

DIM SHARED GridSize AS INTEGER
DIM Kolor AS _UNSIGNED LONG
CONST Red = &HFFFF0000, Green = &HFF00FF00
GridSize = 16 'My demo map is only going to be 16x16 pixels


DIM grid(9, 9) AS _BYTE 'create a grid to layout our map

FOR i = 0 TO 9 'and let's create that map.  It's just going to be 4 walls and a floor...
    grid(i, 0) = 1 'wall
    grid(i, 9) = 1
    grid(0, i) = 1
    grid(9, i) = 1
NEXT

FOR y = 1 TO 8
    FOR x = 1 TO 8
        grid(x, y) = 2 'floor
    NEXT
NEXT


'Now, let's just draw grids one at a time to compare.
_PRINTSTRING (100, 80), "Normal 2D grid"
FOR y = 0 TO 9
    FOR x = 0 TO 9
        'normal grid first
        IF grid(x, y) = 1 THEN Kolor = Red ELSE Kolor = Green
        xpos = x * GridSize + 100: ypos = y * GridSize + 100
        xpos2 = xpos + GridSize: ypos2 = ypos + GridSize
        LINE (xpos, ypos)-(xpos2, ypos2), Kolor, BF
        LINE (xpos, ypos)-(xpos2, ypos2), &HFFFFFFFF, B
        'and that's all it takes for the normal grid.  Can't get any simpler for 2d maps!
    NEXT
NEXT

SLEEP

_PRINTSTRING (350, 80), "Normal 2D grid in Isometic Perspective"
FOR y = 0 TO 9
    FOR x = 0 TO 9
        'And now, let's do the same thing with our isometic map.
        IF grid(x, y) = 1 THEN Kolor = Red ELSE Kolor = Green
        xpos = x * GridSize + 100: ypos = y * GridSize + 100
        xpos2 = xpos + GridSize: ypos2 = ypos + GridSize
        IsoLine xpos, ypos, xpos2, ypos2, 500, 0, Kolor
        'And that's basically all the takes to rotate our map to make it a 2D isometic perspective
    NEXT
NEXT

SLEEP

_PRINTSTRING (350, 360), "Normal 2D grid in 3D Isometic Perspective"
FOR y = 0 TO 9
    FOR x = 0 TO 9
        'And here, I'm going to make it a 3D isometic map
        IF grid(x, y) = 1 THEN Kolor = Red ELSE Kolor = Green
        IF grid(x, y) = 1 THEN z = 16 ELSE z = 0 'Give my walls a height of 16, for a cube

        xpos = x * GridSize + 100: ypos = y * GridSize + 100
        xpos2 = xpos + GridSize: ypos2 = ypos + GridSize
        IsoLine3D xpos, ypos, xpos2, ypos2, z, 500, 300, Kolor
    NEXT
NEXT


FUNCTION CX2I (x AS LONG, y AS LONG) 'Convert Cartesian X To Isometic coordinates
    CX2I = x - y
END FUNCTION

FUNCTION CY2I (x AS LONG, y AS LONG) 'Convert Cartesian Y To Isometic coordinates
    CY2I = (x + y) / 2
END FUNCTION

SUB IsoLine (x, y, x2, y2, xoffset, yoffset, kolor AS _UNSIGNED LONG)
    'since we're drawing a diamond and not a square box, we can't use Line BF.
    'We have to manually down the 4 points of the line.
    LINE (CX2I(x, y) + xoffset, CY2I(x, y) + yoffset)-(CX2I(x2, y) + xoffset, CY2I(x2, y) + yoffset), kolor
    LINE -(CX2I(x2, y2) + xoffset, CY2I(x2, y2) + yoffset), kolor
    LINE -(CX2I(x, y2) + xoffset, CY2I(x, y2) + yoffset), kolor
    LINE -(CX2I(x, y) + xoffset, CY2I(x, y) + yoffset), kolor
    PAINT (CX2I(x, y) + xoffset, CY2I(x, y) + 4), kolor 'and fill the diamond solid
    LINE (CX2I(x, y) + xoffset, CY2I(x, y) + yoffset)-(CX2I(x2, y) + xoffset, CY2I(x2, y) + yoffset), &HFFFFFFFF
    LINE -(CX2I(x2, y2) + xoffset, CY2I(x2, y2) + yoffset), &HFFFFFFFF
    LINE -(CX2I(x, y2) + xoffset, CY2I(x, y2) + yoffset), &HFFFFFFFF
    LINE -(CX2I(x, y) + xoffset, CY2I(x, y) + yoffset), &HFFFFFFFF
END SUB

SUB IsoLine3D (x, y, x2, y2, z, xoffset, yoffset, kolor AS _UNSIGNED LONG)
    'Like IsoLine, we're going to have to draw our lines manually.
    'only in this case, we also need a Z coordinate to tell us how THICK/TALL/HIGH to make our tile

    'Let's just do all the math first this time.
    'We need to turn those 4 normal points into 4 isometric points (x, y, x1, y1)

    TempX1 = CX2I(x, y) + xoffset: TempY1 = CY2I(x, y) + yoffset
    TempX2 = CX2I(x2, y) + xoffset: TempY2 = CY2I(x2, y) + yoffset
    TempX3 = CX2I(x2, y2) + xoffset: TempY3 = CY2I(x2, y2) + yoffset
    TempX4 = CX2I(x, y2) + xoffset: TempY4 = CY2I(x, y2) + yoffset

    'The top
    FillQuad TempX1, TempY1 - z, TempX2, TempY2 - z, TempX3, TempY3 - z, TempX4, TempY4 - z, kolor
    LINE (TempX1, TempY1 - z)-(TempX2, TempY2 - z), -1 'and redraw the grid
    LINE -(TempX3, TempY3 - z), -1
    LINE -(TempX4, TempY4 - z), -1
    LINE -(TempX1, TempY1 - z), -1

    IF z <> 0 THEN 'no need to draw any height, if there isn't any.
        'the left side
        FillQuad TempX4, TempY4 - z, TempX4, TempY4, TempX3, TempY3, TempX3, TempY3 - z, kolor
        LINE (TempX4, TempY4 - z)-(TempX4, TempY4), -1 'redraw the grid lines
        LINE -(TempX3, TempY3), -1
        LINE -(TempX3, TempY3 - z), -1
        LINE -(TempX4, TempY4 - z), -1
        'and then for the right side
        FillQuad TempX3, TempY3 - z, TempX3, TempY3, TempX2, TempY2, TempX2, TempY2 - z, kolor
        LINE (TempX3, TempY3 - z)-(TempX3, TempY3), -1 'redraw the grid lines
        LINE -(TempX2, TempY2), -1
        LINE -(TempX2, TempY2 - z), -1
        LINE -(TempX3, TempY3 - z), -1
    END IF
END SUB

SUB FillTriangle (x1, y1, x2, y2, x3, y3, K AS _UNSIGNED LONG)
    DIM D AS LONG
    STATIC a&
    D = _DEST
    IF a& = 0 THEN a& = _NEWIMAGE(1, 1, 32): _DONTBLEND a& '<< fix ??
    _DEST a&
    PSET (0, 0), K
    _DEST D
    _MAPTRIANGLE _SEAMLESS(0, 0)-(0, 0)-(0, 0), a& TO(x1, y1)-(x2, y2)-(x3, y3)
END SUB

SUB FillQuad (x1, y1, x2, y2, x3, y3, x4, y4, K AS _UNSIGNED LONG)
    FillTriangle x1, y1, x2, y2, x3, y3, K
    FillTriangle x3, y3, x4, y4, x1, y1, K
END SUB
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#2
nice Steve, is this a demo for the jrpg?
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#3
(09-23-2023, 01:37 PM)vince Wrote: nice Steve, is this a demo for the jrpg?

This is where I was working on an isometric Rogue-Like, at one time in the past.  I think I'd shared this somewhere before, but when I ran across it in an old folder yesterday, I thought I'd just go ahead and share it here once again for folks to see and study, if they wanted to.  Wink

We've lost so much stuff with Galleon's servers going down, and then with RC taking down the other forums, and tapatalk taking over the qbasic forums, and even with me closing my old Proboard forums...  When I find something that I think somebody, somewhere, might like, I try and share (or as is this case -- reshare) it here just to preserve it from becoming lost forevermore.  Smile
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