isometric | JSIso - An HTML5 Canvas Tile Engine | Canvas library
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HTML5 Canvas Tile Engine.
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QUESTION
I try to understand how to animate a 3d object with css. Right now i have an isometric type of shape that shows its inside when it's hovered. But additionally i want to animate this isometric shape to turn around 360deg as 3d shape infinite. I've been fiddling with its transform for each box but it doesn't work at all.
Can anyone help me and give some tips or explanations how i can achieve this?
...ANSWER
Answered 2021-Apr-06 at 05:55take a look at my code. i hope this helps you understand cube rotation.
QUESTION
I want the dots to react smoothly so I’m wondering if there’s a way to improve performance on this code.
I’m trying to create an isometric grid of dots that serves both as a halftone effect (which I have reached) and a particle system that reacts to mouse location (gravity / repel).
Because it’s supposed to act like a halftone image, the density of the dots should remain rather high. Any idea would be greatly appreciated
...ANSWER
Answered 2021-Apr-23 at 12:45Tl;dr: web editor
When trying to make code more efficient, one of the best things to do is do as little as possible during your loops. In the draw()
block, you have a nested for
loop. This is actually kind of a double-nested loop because draw()
is a loop in itself. That means that at the deepest level of your loops (when you're iterating over j
), you have to do those things many times, and every single frame. It is actually possible to reduce the deepest part of your nested loop to only one command: drawing the circle at the proper location and size.
Some suggestions I'm making here will make your code far less readable. These suggestions are only good for when you need to do things faster, and in order to maintain readability, I'd recommend putting in comments.
Some examples in your code:
- for every single circle and every single frame, the computer sets the fill color twice (both times to the same color), it sets the strokeWeight to 0, and the stroke color to 255. None of that is necessary. In fact, that stuff can go into the
setup()
block because it is the same for every frame. - You draw two circles at each point and frame. If the second one is bigger, the first is invisible. You might be surprised at how much work it takes for a computer to draw things on the screen. It's best to minimize that: only draw one circle. You can set the size by using
max()
, and you can also usecircle()
instead ofellipse()
(I don't know if it's actually any faster to usecircle()
, but it looks nicer to me):
QUESTION
I'm very new to WebGL, and I'm modifying an existing project that I found online to suit my needs.
My camera is isometric, and I'm rendering two cubes. I'd like to have an infinite grid along the 'ground', like in many 3d editors.
You can see below that the grid isn't infinite (I'm aware that this is because the vertices only go from -1 to 1), and it's not oriented properly. It's been rendered directly on-screen, rather than respecting the transformation matrix sent to the GPU.
As there are three interconnected programs involved (2 shaders, plus JS), I don't know where the fault lies. Here's the code that should be the most relevant; the project is large so let me know if you need to see anything else:
...ANSWER
Answered 2021-Apr-10 at 21:02Generate the grid depending the texture coordinates (vUv
) instead of gl_FragCoord.xy
.
Add a texture coordinate attribute:
QUESTION
I am making an isometric game using python and the Tkinter library. I ran into a problem though when rendering my schematics to the screen. I can't seem to keep the transparent background even though the images (.png) are being stored as rgba in pil. When I save the images, as they are, just before being loaded; they still have a transparent background so it's something to do with the way I'm resizing the image. I have looked around and most answers to this that I have seen say to edit the pil plugin or aren't actually resizing the image. Is there a relatively simple way to resize an image and keep transparency that doesn't include messing around with the pil plugin??
My code:
...ANSWER
Answered 2021-Apr-02 at 12:39Ok, so I managed to find the issue. The problem was not with the resizing but with the label as @jasonharper had stated. The working way is very unclean and creates unused labels to store the variable to prevent movement to the python garbage. I have tried with an array/list however it doesn't seem to work, that code is below. I don't see many people having this issue in the future because it's so small but I'll put the working code below as well.
Code using list that doesn't work:
QUESTION
I'm trying to figure out how to use the area argument one can pass when blitting a pygame surface. Picture a isometric rpg view where the camera is following the character.
My code is working fine as long as my player stays in the starting screen boundaries, but as soon as we're stepping out, the player gets clipped out. Could you please help me figure out what I'm missing ?
...ANSWER
Answered 2021-Mar-24 at 15:50The optional area
argument represents a smaller portion of the source. This is useful for the game map, but not for the player. You want to draw the complete player image, not just part of it.
You have to compute the position of the player relative to the camera:
QUESTION
I am having an issue with my Unity3D project. I am currently working at an isometric game, and I am unable to find a way to calculate the exact distance between the Player Object and the location that I click on.
Here is my code that gets the location of the click and calculates the distance between the Player Object and the clicked location.
...ANSWER
Answered 2021-Mar-03 at 21:34Well your issue is pretty simple:
You are checking the distance between the player position and the ray direction!
Of course this makes absolutely no sense since it basically equals the Camera.main.transform.forward
. If you use a normalized direction like a position it will basically be something around the Unity origin at a distance of 1. While your player could be positioned just anywhere. You want to check the distance between player and hitInfo.point
!
QUESTION
Using this tutorial https://www.youtube.com/watch?v=waEsGu--9P8&list=PLzDRvYVwl53uhO8yhqxcyjDImRjO9W722 and Quaternions I've made a function, that finds the World Position of the grid tiles for Isometric Tilemap.
...ANSWER
Answered 2021-Jan-29 at 18:08Thank you for trying to help, but Inverse did not work out.
So I had 2D grid, that was rotated -45 degrees Z and 60 degrees X. It made the grid isometric. So because it was rotated X by 60 degr., in 2D vision this grid had more than 90 degrees between its own X and Y (the tiles were rhombus). And i found out the exact angles, which i can use for the coordinates - different for x and y. This function got the tiles right for me.
QUESTION
We recieve a psd files from our designers for objects. We are working on an isometric 2.5D game, sprites are half-3D renders. We got 2 layers on PSD files, one is for ground (we use that as obstacle with polygon 2d collider) and other layer is building/object. For accurate sprite render order we have to put pivot point of the building/object to ground-level. When we did import PSD to Unity, the pivot points of layers are automaticly at the center of image. We need to set pivot point of sprite to ground level same as ground-layer's pivot.
Is there anyway to achieve this? Looks like "Sprite.pivot" is read-only can't changable via script.
...ANSWER
Answered 2020-Jul-09 at 11:54You could create a new Sprite from the existing one and alter the pivot point using Sprite.Create
QUESTION
I'm trying to animate the faces of an isometric cube I've created using CSS transforms to create an 'unpacking/unfolding' effect.
I want the lid of the cube to rotate upwards but at the moment it floats off rather than rotates from the edge. It starts and ends in the right places. I've tried changing the transform-origin
property but it doesn't make a difference. Here's my code so far:
ANSWER
Answered 2020-Nov-20 at 12:25Update the order of your transformation to first translate the element then rotate it. Pay attention to the translation because it's no more the same when added first.
QUESTION
I am trying to simulate the bouncing ball effect on unity for my isometric game. I got a code to make that and it works fine from this link: https://physics.stackexchange.com/questions/256468/model-formula-for-bouncing-ball#:~:text=The%20coefficient%20of%20restitution%20is,ball%20it%20is%20around%200.75.
I want to convert the resulting movement, namely the (h) to iso. I end up with this two-equation
...ANSWER
Answered 2020-Oct-20 at 06:45Using some of your help guyz, I have come up with a solution to my problem by creating a separate vector that moves according to the ISO line and then assigns it to the ball position after adding the calculated hight.
Thank you guys for your help.
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