Tutorial:Fine Tile-based Scrolling
This is an expansion upon the code in Tile-based Scrolling. It assumes a tile size of 16x16 and a window size of 320x240.
function love.load() -- our tiles tile = {} for i=0,3 do -- change 3 to the number of tile images minus 1. tile[i] = love.graphics.newImage( "tile"..i..".png" ) end -- the map (random junk + copy and paste) map={ { 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0}, { 3, 1, 0, 0, 2, 2, 2, 0, 3, 0, 3, 0, 1, 1, 1, 0, 0, 3, 0, 0, 0}, { 3, 1, 0, 0, 2, 0, 2, 0, 3, 0, 3, 0, 1, 0, 0, 0, 0, 0, 3, 0, 0}, { 3, 1, 1, 0, 2, 2, 2, 0, 0, 3, 0, 0, 1, 1, 0, 0, 0, 0, 0, 3, 0}, { 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 3}, { 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 2}, { 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 2, 2, 2, 0, 3, 3, 3, 0, 1, 1, 1, 0, 2, 0, 0, 0, 0, 0, 0, 0}, { 0, 2, 0, 0, 0, 3, 0, 3, 0, 1, 0, 1, 0, 2, 0, 0, 0, 0, 0, 0, 1}, { 0, 2, 0, 0, 0, 3, 0, 3, 0, 1, 0, 1, 0, 2, 0, 0, 0, 0, 0, 0, 0}, { 0, 2, 2, 2, 0, 3, 3, 3, 0, 1, 1, 1, 0, 2, 2, 2, 0, 0, 0, 0, 0}, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 1, 0, 0, 2, 2, 2, 0, 3, 0, 3, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0}, { 0, 1, 0, 0, 2, 0, 2, 0, 3, 0, 3, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 1, 1, 0, 2, 2, 2, 0, 0, 3, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0}, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 3}, { 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0}, { 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, { 0, 1, 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} } -- map variables map_w = #map[1] -- Obtains the width of the first row of the map map_h = #map -- Obtains the height of the map map_x = 0 map_y = 0 map_display_buffer = 2 -- We have to buffer one tile before and behind our viewpoint. -- Otherwise, the tiles will just pop into view, and we don't want that. map_display_w = 20 map_display_h = 15 tile_w = 16 tile_h = 16 end function draw_map() offset_x = map_x % tile_w offset_y = map_y % tile_h firstTile_x = math.floor(map_x / tile_w) firstTile_y = math.floor(map_y / tile_h) for y=1, (map_display_h + map_display_buffer) do for x=1, (map_display_w + map_display_buffer) do -- Note that this condition block allows us to go beyond the edge of the map. if y+firstTile_y >= 1 and y+firstTile_y <= map_h and x+firstTile_x >= 1 and x+firstTile_x <= map_w then love.graphics.draw( tile[map[y+firstTile_y][x+firstTile_x]], ((x-1)*tile_w) - offset_x - tile_w/2, ((y-1)*tile_h) - offset_y - tile_h/2) end end end end function love.update( dt ) local speed = 300 * dt -- get input if love.keyboard.isDown( "up" ) then map_y = map_y - speed end if love.keyboard.isDown( "down" ) then map_y = map_y + speed end if love.keyboard.isDown( "left" ) then map_x = map_x - speed end if love.keyboard.isDown( "right" ) then map_x = map_x + speed end if love.keyboard.isDown( "escape" ) then love.event.quit() end -- check boundaries. remove this section if you don't wish to be constrained to the map. if map_x < 0 then map_x = 0 end if map_y < 0 then map_y = 0 end if map_x > map_w * tile_w - map_display_w * tile_w - 1 then map_x = map_w * tile_w - map_display_w * tile_w - 1 end if map_y > map_h * tile_h - map_display_h * tile_h - 1 then map_y = map_h * tile_h - map_display_h * tile_h - 1 end end function love.draw() draw_map() end
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