tileDraw.X = originOffset + (halfTileWidth * (x-y))
tileDraw.Y = halfTileHeight * (x+y)
With vertical tiles I've discovered what I'm calling "L-walls" and "R-walls". The code is different depending on which way the tile is facing. To draw an L-wall, you simply find the origin as if you were drawing a floor tile and then add this Point to it:
new Point(-halfFloorTileWidth, halfFloorTileHeight - wallHeight)
To draw an "R-wall" find the origin as if you were drawing a floor tile and add:
new Point(0, 3*halfFloorTileHeight - wallHeight)
Also I highly recommend Genetica which I used to render this door. I haven't figured out the right numbers to properly skew it so I'll be doing more experimentation. But I hope to use Genetica to generate many more high-quality tiles.
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