HTML and CSS Reference
In-Depth Information
//draw camera
//calculate starting tile position
var
var tilex = Math . floor ( camera . x / world . tileWidth );
var
var tiley = Math . floor ( camera . y / world . tileHeight );
var
var rowCtr ;
var
var colCtr ;
var
var tileNum ;
for
for ( rowCtr = 0 ; rowCtr < camera . rows ; rowCtr ++ ) {
for
for ( colCtr = 0 ; colCtr < camera . cols ; colCtr ++ ) {
tileNum = ( world . map [ rowCtr + tiley ][ colCtr + tilex ]);
var
var tilePoint = {};
tilePoint . x = colCtr * world . tileWidth ;
tilePoint . y = rowCtr * world . tileHeight ;
var
var source = {};
source . x = Math . floor ( tileNum % 5 ) * world . tileWidth ;
source . y = Math . floor ( tileNum / 5 ) * world . tileHeight ;
context . drawImage ( tileSheet , source . x , source . y , world . tileWidth ,
world . tileHeight , tilePoint . x , tilePoint . y ,
world . tileWidth , world . tileHeight );
}
}
}
world . map = [
[ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ]
,[ 0 , 1 , 2 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 0 ]
,[ 0 , 1 , 0 , 1 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , 1 , 0 , 1 , 0 ]
,[ 0 , 1 , 0 , 1 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , 1 , 0 , 1 , 0 ]
,[ 0 , 1 , 0 , 1 , 0 , 0 , 1 , 1 , 1 , 0 , 0 , 1 , 0 , 1 , 0 ]
,[ 0 , 2 , 1 , 1 , 1 , 1 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 0 ]
,[ 0 , 1 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 1 , 0 ]
,[ 0 , 1 , 1 , 1 , 2 , 1 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 0 ]
,[ 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 0 , 0 , 0 , 0 , 0 ]
,[ 0 , 1 , 1 , 1 , 1 , 1 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 0 ]
,[ 0 , 1 , 0 , 1 , 0 , 0 , 1 , 1 , 1 , 0 , 0 , 1 , 0 , 1 , 0 ]
,[ 0 , 1 , 0 , 1 , 0 , 0 , 2 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , 0 ]
,[ 0 , 1 , 0 , 1 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , 1 , 0 , 1 , 0 ]
,[ 0 , 1 , 1 , 1 , 1 , 1 , 1 , 2 , 1 , 1 , 1 , 1 , 1 , 1 , 0 ]
,[ 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ]
];
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