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Apr 27th, 2015
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  1. function drawMap()
  2. {
  3. for(var layerIdx = 0; layerIdx < LAYER_COUNT; layerIdx + + )
  4. {
  5. var idx = 0;
  6. for( var y = 0; y < level1.layers[layerIdx].height; y + + )
  7. {
  8. for( var x = 0 ; x < level1.layers[layerIdx].width; x + + )
  9. {
  10. if( level1.layers[layerIdx].data[idx] ! = 0 )
  11. {
  12. // the tiles in the Tiled map are base 1 (meaning a value of 0 means no tile), so subtract one from the tilesetid to get the
  13. // correct tile
  14. var tileIndex = level1.layers[layerIdx].data[idx] - 1;
  15. var sx = TILESET_PADDING + (tileIndex % TILESET_COUNT_X) * (TILESET_TILE + TILESET_SPACING);
  16. var sy = TILESET_PADDING + (Math.floor(tileIndex/ TILESET_COUNT_Y)) * (TILESET_TILE + TILESET_SPACING);
  17. context.drawImage(tileset, sx, sy, TILESET_TILE, TILESET_TILE, x * TILE, (y - 1) * TILE, TILESET_TILE, TILESET_TILE);
  18. }
  19. idx + + ;
  20. }
  21. }
  22. }
  23. }
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