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Thread: Math basis behind depths sorting in isometric tiles

  1. #1
    Senior Member
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    jail***** updated his page and add a new article about depths sorting in isometric tiles.

    http://outsideofsociety.idz.net/

    I would like to post the math basis behind the depths sorting. My English is not good. Hope this page can do help.

    http://ericlin2.tripod.com/iso/isoDepthOld5t.html

  2. #2
    ism BlinkOk's Avatar
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    hey ericlin,
    thanks for changing your domain. i'm in flash heaven!
    BlinkOk

  3. #3
    Senior Member
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    Hi, blink

    Yes, you always complain that your ISP could not accept a domain name with "_".

    Sometimes, the page loads weird. Then click reload.

    I am reviewing my post in FlashKit. I will collect them into this new home. If possible, I will add some explanation there.

    Any opinions will be welcome.

  4. #4
    Senior Member
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    the depths should swap when you reach the next tile.

    when i create the tile i give each tile its depth and its state.

    for example:

    this.attachMovie("tileDummy", "t_"+i+"_"+j, ++d);
    this["t_"+i+"_"+j].myDepth = d;
    this["t_"+i+"_"+j].myState = 0; // 0=free, 1=occupied

    now i swap the depths of my hero based on the depth of the tile my hero is on

    k.

  5. #5
    Senior Member Mad-Sci's Avatar
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    Just an Idea:

    1. Duplicate the tiles with depth like 1-3-5-7 etc..etc..
    2. Each time you move the hero to a new tile give it a depth like 2-4-6-8 or currant_tile depth-1.



    ms

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