Conversions Function Reference

Conversions

Usually you can leave Qiso to handle all of the mathematics for you, but in some circumstances you might need to know which tile is positioned at a specific screen pixel for example to handle player interaction outside of the engine. In which case Qiso provides a number of functions for converting between screen, cartesian, and isometric co-ordinates.

Tile co-ordinates refer to the position of a tile within the raw tilemap data. I.e. in a 4x4 grid of tiles, the x,y of the second tile on the first row would be 2,1.

Cartesian co-ordinates refer to the top-down co-ordinate of something within the map. For example in a grid of 100px wide tiles, the cartesian x of a player standing on the second tile could be anything between 101 and 200.

Isometric co-ordinates refer to the co-ordinate of something rendered in the isometric world.

Screen co-ordinates refer to the traditional, flat x,y screen co-ordinate.