Relative and absolute coordinates

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BruThoL
Posts: 392
Joined: Tue Feb 15, 2011 11:01 pm

Re: Relative and absolute coordinates

Post by BruThoL »

It seems that the 0,0 tile is the one where your character started the session.
Not so random so.

The client could send this tile to a map server which would compare it to the global map.
If it matches a tile, then the server would be able to calculate the client "absolute" coordinates.
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Nummy
Posts: 489
Joined: Sat Mar 19, 2011 10:01 am

Re: Relative and absolute coordinates

Post by Nummy »

BruThoL wrote:It seems that the 0,0 tile is the one where your character started the session.
Not so random so.

The client could send this tile to a map server which would compare it to the global map.
If it matches a tile, then the server would be able to calculate the client "absolute" coordinates.
I have already solved this about coordinates. :)
Now I need to get a code where detection of mouseOver "sprite"/object is done. still searching...
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Nummy
Posts: 489
Joined: Sat Mar 19, 2011 10:01 am

Re: Relative and absolute coordinates

Post by Nummy »

Ok found out where overlay is drawn and how, now only what I miss is where is checked if mouse cursor is over object... hmmm
Ah never mind, find it :) Damn it was hidden pretty good.
konrad
Posts: 23
Joined: Sun Aug 21, 2011 7:58 pm

Re: Relative and absolute coordinates

Post by konrad »

I have already solved this about coordinates. :)
Good for you, but if you solved it you could share idea with others?:)
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Nummy
Posts: 489
Joined: Sat Mar 19, 2011 10:01 am

Re: Relative and absolute coordinates

Post by Nummy »

konrad wrote:
I have already solved this about coordinates. :)
Good for you, but if you solved it you could share idea with others?:)
I use my HF or HF of my alt as starting point 0,0 and then I recalculate all coordinates in relation to it.
Only problem: don't move HF :)
konrad
Posts: 23
Joined: Sun Aug 21, 2011 7:58 pm

Re: Relative and absolute coordinates

Post by konrad »

Thank you for sharing:)
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Nummy
Posts: 489
Joined: Sat Mar 19, 2011 10:01 am

Re: Relative and absolute coordinates

Post by Nummy »

konrad wrote:Thank you for sharing:)
Not a problem and also you can remember object at some location as "gob" variable if I'm no mistaken. Every object that is drawable has it's own unique number by which is probably referenced in data files or database on server side. With that number you can "remember" which object is on your 0,0 location so you can probably replace HF with something else.
For more info ask in thread for layer utility, guy there know this stuff about variables in resources to depths.
mekoon
Posts: 2
Joined: Mon Jul 25, 2011 5:59 pm

Re: Relative and absolute coordinates

Post by mekoon »

Nummy wrote:Not a problem and also you can remember object at some location as "gob" variable if I'm no mistaken. Every object that is drawable has it's own unique number by which is probably referenced in data files or database on server side. With that number you can "remember" which object is on your 0,0 location so you can probably replace HF with something else.
For more info ask in thread for layer utility, guy there know this stuff about variables in resources to depths.
After restart all gobID change. So im long time think about some euristic algorithm that can "guess" about place by compare different gobs in radius and relative position of them.

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