R0J0hound
Your 8 way example is completly wrong
Your (?) isoracing example miss the right diagonal axis around 3°.
[attachment=0:28744sq7][/attachment:28744sq7]
Can you put this in events for game isometric please?
(I only wanna write x°, y°, z°)
The best is to calculate the game in 3D and then simply project it into isometry.
const angle:Number = Math.PI/3;//you may want to tweak this one
const xVec:Point = Point.polar(-Math.PI/2 + angle, 1);
const yVec:Point = Point.polar(-Math.PI/2 - angle, 1);
const zVec:Point = new Point(0, -1);
............................
transform 3D to 2D:
function transform(x:Number, y:Number, z:Number):Point {
return new Point(x*xVec.x + y*yVec.x + z*zVec.x, x*xVec.y + y*yVec.y + z*zVec.y);
}
............................
I uploaded on my Youtube channel two isometric examples, both are in "Real" isometric view.
Is the speed reduction from 0° to 90° linear?
8 Way? No.
Sprites with walk cycle i wanna have 24 Way (min). Without 40 Way (min), I'm thinking about 360 Way. My highest rotation test was by 120 Way.