Godot Version
4.1.1
Question
I’m developing a game in isometric, where for placing compatibility reasons, I must check the source id of the tiles directly adjacent to a tile in a tilemap (Sprites).
The issue is: depending on where the tile is in the tilemap, the algorithm for finding adjacents seems like it would need to be different due to the fact that the slope of the tiles is that for every two values of x, the y value increases by one.
Examples:
Notice how in one, two target cells have a larger x value than the original, and in the other, they’re smaller.
Thanks for your help.