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#105. °­¿À
¾È³çÇϼ¼¿ä, ISOMETRICÁ¦ÀÛ¿¡¼­ 2.5Â÷¿øÀÌ... 2005/03/01 (Tue)

ȨÆäÀÌÁöÀÇÇÁ·ÎÁ§Æ®->µ¨ÆÄÀÌ °ÔÀÓ Á¦ÀÛ ¿¬Á¦->13. Isometric view gameÀ» º¸´Ï, ÄÚµùÀÌ ±ò²ûÇÑ °Í °°½À´Ï´Ù. (Á¦°¡ delphi¸¦ ÀüÇô ¸ô¶ó¼­ ÀßÀº ¸ð¸£°ÚÁö¸¸ ±×·¸°Ô º¸ÀÔ´Ï´Ù. ^.^;)
Áú¹®µå¸®°íÀÚ Çϴ°ÍÀº..
¿ä ÀÌƲ°£ 2.5Â÷¿ø ¸ÊÀ» Á¦ÀÛÁßÀä..
Á¦°¡ »ý°¢Çϴ°Ͱú ¾à°£ °³³äÀÌ ´Ù¸¥ °Í °°¾Æ¼­¿ä..(Á¦°¡ »ý°¢ÇÏ´Â°Ç ³²¾Æµµ´Â ¿µ¿ªÀÌ ³Ê¹« ¸¹¾Æ¼­ ¹«Ã´ ÁöÀúºÐÇÑ..)
±Ùµ¥ ´Ô²²¼­ Á¦ÀÛÇÏ½Å°É º¸´Ï °°Àº Ãþ¿¡¼­µµ ¼¼ºÐÈ­µÈ ÃþÀÌ À־... »ó´çÈ÷ ÁÁÀº ¼Ò½º°¡ µÉ °Í °°´õ±º¿ä.. ±Ùµ¥ ¹®Á¦´Â µ¨ÆÄÀ̸¦ ¸ô¶ó¼­;;
2.5Â÷¿ø ¸ÊÀÇ °³³ä°ú ±¸Á¶¸¦ ¾Ë·ÁÁÖ½Ã¸é °¨»çÇÏ°Ú½À´Ï´Ù.. *^.^*

#105-1. ¾È¿µ±â 2005/03/01 (Tue)
¾È³çÇϼ¼¿ä.
2.5Â÷¿ø¿¡ ´ëÇؼ­ À̾߱â Çϼ̴µ¥ Á¦°¡ »ý°¢ÇÏ´Â 2.5Â÷¿øÀº Á¡ÇÁÀÇ ±â´ÉÀÌ ÀÖ´Â 2Â÷¿øÀ̶ó°í »ý°¢ÇÏ°í ÀÖÀ¸¹Ç·Î ±×°Í¿¡ ¸ÂÃ߾ ¸»¾¸µå¸®°Ú½À´Ï´Ù.

2.5Â÷¿øÀº ÀÏ¹Ý 2Â÷¿ø °ÔÀÓ¿¡ ´ëÇÑ È®ÀåÀ¸·Î, ±¸Á¶»óÀÇ °¡Àå Å« Â÷ÀÌÁ¡Àº ³ôÀ̸¦ Ç¥½ÃÇϱâ À§ÇÑ ÃàÀÌ Çϳª ´õ ÇÊ¿äÇÏ´Ù´Â °ÍÀÔ´Ï´Ù. Áï, (x,y)¶ó´Â À§Ä¡¿¡ z¶ó´Â ³ôÀÌ°¡ Á¸ÀçÇÑ´Ù´Â °ÍÀÌ°í ¸¸¾à¿¡ ij¸¯ÅÍ°¡ Á¡ÇÁ¸¦ Çؼ­ (x,y)¿¡ ÂøÁöÇÏ°Ô µÈ´Ù¸é ±× À§Ä¡´Â z¸¸Å­ ¿Ã¶ó°£ ÁöÁ¡¿¡¼­ ÂøÁö¸¦ ÇÏ°Ô µË´Ï´Ù.
¶ÇÇÑ ³¯¾Æ°¡´Â ¹°Ã¼(¸¶¹ýµî)µµ ÀÚ½ÅÀÇ ³ôÀ̸¦ °¡Áö°í ÀÖ°í Ãæµ¹ üũÀÇ ¿ä¼Ò¿¡ (x,y)ÀÇ ³ôÀÌ°¡ Ãß°¡µË´Ï´Ù.

µû¶ó¼­ 2.5Â÷¿øÀÇ isometric view¿¡¼­ ½ÇÁ¦ screen Ãâ·ÂÇϱâ À§Çؼ­´Â ¾Æ·¡¿Í °°Àº ¹æ½ÄÀÌ µÉ °ÍÀÔ´Ï´Ù.

bool DisplayObject(IObject& object)
{
    POINT displayPos = ScreenDevice::IsometricToScreen(object.x, object.y);
    int x = displayPos.x;
    int y = displayPos.y - object.z;

    return ScreenDevice::PutSprite(x, y, object.sprite);
}

±×¸®°í zÃà¿¡ ´ëÇؼ­ ¸ÊÀ» µû·Î ±¸¼ºÇÒ ÇÊ¿ä°¡ ¾øÀ¸¸ç (¸Ê µ¥ÀÌÅÍ´Â 2Â÷¿øÀÌ µÇ¾î¾ßÇÕ´Ï´Ù) ³ôÀÌ´Â (x,y)¿¡ ÇØ´çÇÏ´Â ¸ÊÀÌ °¡Áö´Â ÇϳªÀÇ ¼Ó¼ºÀ¸·Î º¸½Ã¸é µÉ °Í °°½À´Ï´Ù.

#105-2. °­¿À 2005/03/01 (Tue)
´äº¯°¨»çÇÕ´Ï´Ù.
Àú¶û Á¶±Ý °³³äÀº ´Ù¸£Áö¸¸ ¸¹ÀÌ µµ¿òÀÌ µÇ¾ú½À´Ï´Ù.. ¾ÕÀ¸·Îµµ ȨÆäÀÌÁö ¹ßÀüÇÏ½Ã±æ ¹Ù¶ö²²¿ä.. ^^;


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