Selecting Tile working well

main
JanEhehalt 3 years ago
parent 7051b4bd44
commit 29420f107a

@ -64,15 +64,19 @@ Tile * IsometricMapGetTileFromArrayPosition(IsometricMap *map, int x, int y){
void IsometricMapProject(IsometricMap *isometricMap, Camera2D *camera, int x, int y, Vector2 *tmp){ void IsometricMapProject(IsometricMap *isometricMap, Camera2D *camera, int x, int y, Vector2 *tmp){
int mouseAdjustmentX = -8;
int mouseAdjustmentY = -4;
float tileWidthHalf = isometricMap->tileTextures[0].width / 2; float tileWidthHalf = isometricMap->tileTextures[0].width / 2;
float tileHeightHalf = isometricMap->tileTextures[0].height / 2; float tileHeightHalf = isometricMap->tileTextures[0].height / 4;
x += camera->target.x; x += camera->target.x + mouseAdjustmentX;
y += camera->target.y; y += camera->target.y + mouseAdjustmentY;
float xPos = (float) x; float xPos = (float) x;
float yPos = (float) y; float yPos = (float) y;
int isoX = 0.5 * ( xPos / tileWidthHalf + yPos / tileHeightHalf); int isoX = 0.5 * ( xPos / tileWidthHalf + yPos / tileHeightHalf);
int isoY = 0.5 * ( -xPos / tileWidthHalf + yPos / tileHeightHalf); int isoY = 0.5 * ( -xPos / tileWidthHalf + yPos / tileHeightHalf);

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@ -42,7 +42,7 @@ int main(){
IsometricRendererRenderIsometricMap(map, &inputHandler); IsometricRendererRenderIsometricMap(map, &inputHandler);
IsometricMapProject(map, &camera, inputHandler.cursorPos.x, inputHandler.cursorPos.y, &inputHandler.selectedTile); IsometricMapProject(map, &camera, inputHandler.cursorPos.x, inputHandler.cursorPos.y, &inputHandler.selectedTile);
printf("%f %f \n", inputHandler.selectedTile.x, inputHandler.selectedTile.y); //printf("%f %f \n", inputHandler.selectedTile.x, inputHandler.selectedTile.y);
int i; int i;
for(i=0; i < spriteAmount; i++){ for(i=0; i < spriteAmount; i++){

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