ISOinteractive
Engine – Handlers, Functions & Properties
Once you have attached the Initialisation behavior to the background
it has a property that makes reference to the engine itself so you
can call some methods inside the engine like. The methods are only
accessible while the movie is playing and the engine working.
Sprite(bgSprite).pISOengine.someHandlerHere()
Sprite(bgSprite).pISOengine.someProperty
pIsoMap
A linear list containing the current collisions map. Values of 1
is for blocked tiles and 0 for unblocked tiles.
Put Sprite(bgSprite).pISOengine.pIsoMap
PointToIsoTile (
a point )
Translate a given point into an isometric tile. Returns a linear
list with x and y values of the tile like
[10,20] which represents this positions on the collisions list field
member. If you know this you can also know if this is a blocked
or unblocked tile.
Put Sprite(bgSprite).pISOengine.PointToIsoTile
( point (10,20) )
IsoTileToPoint (
an isometric tile )
Translate an isometric tile into a point on the screen. Returns
a point.
Put Sprite(bgSprite).pISOengine.IsoTileToPoint
( [2,6] )
IIgetPath (
start point, end point, interpolation )
Trace a path from a given “start” and “end”
points and interpolate them with the given interpolation.
Return a linear list with the points that makes the path.
Put Sprite(bgSprite).pISOengine.IIgetPath
( point(10,15), point(20,30), 6 )
TileIsOnMap (
an isometric tile )
Return if a given tile is on the map (exists) or outside the map
(do not exists)
Put Sprite(bgSprite).pISOengine.TileIsOnMap
( [2,6] )
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