I'm developing a 2D isometric game just like Age of Empires 2, TTD, Into the Breach, and so on. I'm using Unity and C#
Relevant fact: i'm using a Isometric Tilemap
I want the camera limits to stay aligned with the borders of the map just like the games cited above but i'm having difficulty and i have spent so much time on this that i start to question myself if it's worth to use Isometric Tilemap or do the usual approach and just make a regular 2D game with the camera rotated.
And this is my first question: does Isometric Tilemap really worth or usual approach is better (non-isometric 2D game with rotated camera)? If so, how to do that in Unity?
Despite that,the code i've implemented follow below but it have two bugs:
- Camera get stuck on
firstBase
andthirdBase
if the user press right/left key and up/down arow keys - If the camera is moving on the border it may escape it
void Start(){
CameraMovement_Limits();
}
void CameraMovement_Limits(){
Vector3 gridOrigin = tilemapFloor.GetCellCenterWorld(tilemapFloor.origin);
float gridHypotenuse = ((tilemapFloor.size.x - 1) * tilemapFloor.cellSize.y);
homePlate = gridOrigin + new Vector3(0, 0, -10);
firstBase = gridOrigin + new Vector3(gridHypotenuse, gridHypotenuse/2, -10);
secondBase = gridOrigin + new Vector3(0, gridHypotenuse, -10);
thirdBase = gridOrigin + new Vector3(-gridHypotenuse, gridHypotenuse/2, -10);
}
void Update(){
CameraDiagonalMovement();
}
bool CheckCameraPosition(Vector2 p1, Vector2 p2, Vector2 pos){
//This is what this function do:
//find the linear equation for the line formed by 'p1' and 'p2' coordinates
//insert 'pos' coordinate on the equation and stores the result in 'ind'
//if 'ind' is positive, it means that 'pos' is above the line
//if its negative, its above
//if its zero, its on the line
//resuming, this funtion tells if 'pos' is above or below a line formet by 'p1' and 'p2'
float a = (p1.y - p2.y) / (p1.x - p2.x);
float ind = pos.y - p2.y - (a * (pos.x - p2.x));
return ind >= 0;
}
void CameraDiagonalMovement(){
Vector3 vecZero = Vector2.zero;
camPos = (Vector2)transform.position;
//Going to the left
if(Input.GetAxis("Vertical") < 0){
if(CheckCameraPosition(homePlate, thirdBase, camPos) && CheckCameraPosition(homePlate, firstBase, camPos)){
vecZero.y = Input.GetAxis("Vertical");
}else if(!CheckCameraPosition(homePlate, thirdBase, camPos) && CheckCameraPosition(homePlate, firstBase, camPos)){
vecZero.x = Input.GetAxis("Vertical") * .66f * -1;
vecZero.y = Input.GetAxis("Vertical") * .33f;
}else if(CheckCameraPosition(homePlate, thirdBase, camPos) && !CheckCameraPosition(homePlate, firstBase, camPos)){
vecZero.x = Input.GetAxis("Vertical") * .66f;
vecZero.y = Input.GetAxis("Vertical") * .33f;
}
}
//Going to the right
if(Input.GetAxis("Vertical") > 0){
if(!CheckCameraPosition(secondBase, thirdBase, camPos) && !CheckCameraPosition(firstBase, secondBase, camPos)){
vecZero.y = Input.GetAxis("Vertical");
}else if(CheckCameraPosition(secondBase, thirdBase, camPos) && !CheckCameraPosition(firstBase, secondBase, camPos)){
vecZero.x = Input.GetAxis("Vertical") * .66f;
vecZero.y = Input.GetAxis("Vertical") * .33f;
}else if(!CheckCameraPosition(secondBase, thirdBase, camPos) && CheckCameraPosition(firstBase, secondBase, camPos)){
vecZero.x = Input.GetAxis("Vertical") * .66f * -1;
vecZero.y = Input.GetAxis("Vertical") * .33f;
}
}
//Going down
if(Input.GetAxis("Horizontal") < 0){
if(CheckCameraPosition(homePlate, thirdBase, camPos) && !CheckCameraPosition(secondBase, thirdBase, camPos)){
vecZero.x = Input.GetAxis("Horizontal");
}else if(!CheckCameraPosition(homePlate, thirdBase, camPos) && !CheckCameraPosition(secondBase, thirdBase, camPos)){
vecZero.x = Input.GetAxis("Horizontal") * .66f;
vecZero.y = Input.GetAxis("Horizontal") * .33f * -1;
}else if(CheckCameraPosition(homePlate, thirdBase, camPos) && CheckCameraPosition(secondBase, thirdBase, camPos)){
vecZero.x = Input.GetAxis("Horizontal") * .66f;
vecZero.y = Input.GetAxis("Horizontal") * .33f;
}
}
//Going up
if(Input.GetAxis("Horizontal") > 0){
if(CheckCameraPosition(homePlate, firstBase, camPos) && !CheckCameraPosition(firstBase, secondBase, camPos)){
vecZero.x = Input.GetAxis("Horizontal");
}else if(CheckCameraPosition(homePlate, firstBase, camPos) && CheckCameraPosition(firstBase, secondBase, camPos)){
vecZero.x = Input.GetAxis("Horizontal") * .66f;
vecZero.y = Input.GetAxis("Horizontal") * .33f * -1;
}else if(!CheckCameraPosition(homePlate, firstBase, camPos) && !CheckCameraPosition(firstBase, secondBase, camPos)){
vecZero.x = Input.GetAxis("Horizontal") * .66f;
vecZero.y = Input.GetAxis("Horizontal") * .33f;
}
}
Vector3 newPos = new Vector3(vecZero.x, vecZero.y, 0);
transform.position += newPos * velocity * Time.deltaTime;
}