That tutorial describes the math for a transform that converts a point in Cartesian coordinates to a point in isometric coordinates. But when you touch the screen that is visually in isometric coordinates, you want to convert it back to Cartesian coordinates to easily pick the correct tile. Inverting the...

java,math,coordinates,isometric

This will do the trick: (you got the Xpixel and Ypixel the wrong way in your example; X=192, Y=96) X = cellNumber % gridWidth; Y = (cellNumber / gridWidth) + 1; pixelX = ((cellNumber % gridWidth) - 1) * firstHeight; pixelY = Math.ceil((cellNumber / gridWidth) * 1.5) * secondHeight; ...

java,libgdx,filtering,isometric,texturepacker

Turn on the premultiplyAlpha option in TexturePacker and set setBlendFunction.(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA) on the SpriteBatch. This should get rid of the flickering black fringing. Basically, when using linear filtering, when the sprite's edges don't exactly line up with the pixels on the screen, the color of the pixel is linearly sampled...

It's not entirely clear what generalization you're looking for, but IIUC there are lots of ways you can do it. One is to build each sublist from the previous list (adding one to each subelement and avoiding duplicates), but another is to work directly from the arithmetic: def sherwood(n): N...

canvas,html5-canvas,2d,isometric

If you know the center position of the cell, which of course you do since they are rendered, you simply normalize the coordinate against the cell to find out if it is inside: var dx = Math.abs(x - cellCenterX), dy = Math.abs(y - cellCenterY); if (dx / (cellWidth * 0.5)...

c++,height,width,sdl,isometric

To start with you'll need these operations to convert to and from isometric coordinates: isoX = carX + carY; isoY = carY - carX / 2.0; carX = (isoX - isoY) / 1.5; carY = isoX / 3.0 + isoY / 1.5; right-angled corners in the top-left and bottom-right become...

The editor "blindly" renders rows of tile-images, These rows are too far apart, leading to this staircase effect. Reduce the map tile height (65 in your screenshot) so that it fits.

Thanks to Kayaman for solving the problem: If you draw your player first, then a wall on the block south of it, the top half of the wall will mask the bottom half of the player. So no, you don't need to draw halves separately. This means of course that...