Tek-Tips is the largest IT community on the Internet today!

Members share and learn making Tek-Tips Forums the best source of peer-reviewed technical information on the Internet!

  • Congratulations IamaSherpa on being selected by the Tek-Tips community for having the most helpful posts in the forums last week. Way to Go!

Clipping for an isometric game

Status
Not open for further replies.

fugigoose

Programmer
Jun 20, 2001
241
US
I started on an Isometric game (And I really wanna finish a project), but I encountered a problem. When you use things like sprite.inside and sprite.intersect, it detects the rectangle around it, not just the visible part (the non-transparent part). Why can't you rotate a rectangle shape, that'd solve my prob or is there a better way to do cliping where I can do an isometric game or will I need to use directors 3D capabilities. I'd rather stick to good ol sprites... I wish I knew how they did it in games like Diablo II, but I guess thats a whole other language, but I could implement it. Pleez help.

 
spirte(sprite1).intersects(sprite2)

if both sprites have a matte ink, their actual outlines, not the quads, are used. Directly from the manual.

I expect Diablo cheats in that you can walk behind object hence the collision most likely would occur on a recangle object on the floor plane. I expect if you really play with diablo and its collision you will notice that everything is a rectangle (try walking on a diagonal at a round pillar, do your feet touch the base? I haven't tried it but I expect you will stop a few pixels short)
 
Thanx, worx great; One thing though: the background of the sprite is not trans. The white around it is, but the white paches within the picture are not (eg. a frootloop, the center is white). Thats why I was using BackgroundTrans ink, not matte. But now i need both. I need a BackgroundTransparentMatte :) Any suggestions.
 
Status
Not open for further replies.

Part and Inventory Search

Sponsor

Back
Top