So I have a canvas with an isometric tile map drawn on it, which looks perfect.
In the event listener at the bottom of the script, I grab the cursor's coordinates inside the canvas. How could I find out which tile the cursor is hovering over?
var cs = document.getElementById('board');
var c = cs.getContext("2d")
var gridWidth=100
var gridHeight=50
var tilesX = 12, tilesY = 12;
var spriteWidth=gridWidth
var spriteHeight=img.height/img.width*gridWidth
cs.width = window.innerWidth //spriteWidth*10
cs.height = window.innerHeight //spriteHeight*10
var ox = cs.width/2-spriteWidth/2
var oy = (tilesY * gridHeight) / 2
window.onresize=function(){
cs.width = window.innerWidth //spriteWidth*10
cs.height = window.innerHeight //spriteHeight*10
ox = cs.width/2-spriteWidth/2
oy = (tilesY * gridHeight) / 2
draw()
}
draw();
function renderImage(x, y) {
c.drawImage(img, ox + (x - y) * spriteWidth/2, oy + (y + x) * gridHeight/2-(spriteHeight-gridHeight),spriteWidth,spriteHeight)
}
function draw(){
for(var x = 0; x < tilesX; x++) {
for(var y = 0; y < tilesY; y++) {
renderImage(x,y)
}
}
}
cs.addEventListener('mousemove', function(evt) {
var x = evt.clientX,
y = evt.clientY;
console.log('Mouse position: ' + x + ',' + y);
}, false);
Sorry for pasting such lengthy code, but all of it is there just to lay the isometric grid.
EDIT: Also, how could I get the top left coordinates of the tile image to relay it?
Assuming you've arranged your tiles where the leftmost column and topmost row are zero:
var column = parseInt(mouseX / tileWidth);
var row = parseInt(mouseY / tileHeight);
BTW, if you eventually move your canvas off the top-left of the page then you must adjust your mouse coordinates by the canvas offset.
Here's an example of how to calculate mouse position:
// references to the canvas element and its context
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
// get the offset position of the canvas on the web page
var BB=canvas.getBoundingClientRect();
var offsetX=BB.left;
var offsetY=BB.top;
// listen for mousedown events
canvas.onmousedown=handleMousedown;
function handleMousedown(e){
// tell the browser we will handle this event
e.preventDefault();
e.stopPropagation();
// calculate the mouse position
var mouseX=e.clientX-offsetX;
var mouseY=e.clientY-offsetY;
}