Nope - had to hand-craft all of it.
You don’t need to use masks to make sure only the iso tiles are touched. Just use some math and check for the click positions of the finger. This should work for Most of the flat ground tiles.
Yep -that’s what I ended up doing - mainly because I wanted to use sprites so I could do animation and switch images on the fly. The math is surprisingly simple - found it using Google.
How did you manage the rendering of the isometric tiles? I was planning on creating an isometric game myself, but I know there is a very particular order the tiles must be rendered in to avoid unwanted overlap. Did Corona handle that for you, or did you have to do that yourself?
I did it myself - created a virtual “grid” of tiles (left to right, back to front) and just render them in that order - allows you you to place things like blocks or buildings and have them overlap the tiles behind them but not the ones in front. Objects walking around can reference their current title to determine which display order they should be in.
P.S. the math to determine the current tile being clicked ended up being more complex - was fine for flat items (like the ground), but when it’s a block or a building you want to be able to touch the whole thing. Ended up creating another sprite to sit on top just to pick up the touch/tap.
Thank you very much for the info - that’s good to know. I’m still very new to Corona, but it seems likely that you’d just change the order of the elements in a group every time an object moves?
No problem - happy to help out if you need more info.
There is a toBack and a toFront which you can use to set the order - just need to iterate through all the objects each time, but it’s pretty fast.
http://docs.coronalabs.com/api/type/DisplayObject/toBack.html
Nice, that seems pretty simple. Thanks again for the info - I should be able to put something together with this.
How did you manage the rendering of the isometric tiles? I was planning on creating an isometric game myself, but I know there is a very particular order the tiles must be rendered in to avoid unwanted overlap. Did Corona handle that for you, or did you have to do that yourself?
I did it myself - created a virtual “grid” of tiles (left to right, back to front) and just render them in that order - allows you you to place things like blocks or buildings and have them overlap the tiles behind them but not the ones in front. Objects walking around can reference their current title to determine which display order they should be in.
P.S. the math to determine the current tile being clicked ended up being more complex - was fine for flat items (like the ground), but when it’s a block or a building you want to be able to touch the whole thing. Ended up creating another sprite to sit on top just to pick up the touch/tap.
Thank you very much for the info - that’s good to know. I’m still very new to Corona, but it seems likely that you’d just change the order of the elements in a group every time an object moves?
No problem - happy to help out if you need more info.
There is a toBack and a toFront which you can use to set the order - just need to iterate through all the objects each time, but it’s pretty fast.
http://docs.coronalabs.com/api/type/DisplayObject/toBack.html
Nice, that seems pretty simple. Thanks again for the info - I should be able to put something together with this.