Hello,
Following this : http://stackoverflow.com/questions/2125354/best-approach-for-oldschool-2d-zelda-like-game
I got a simple 2D tiles generator working, im reading an int map[100][100] filled with either 1's or 0's and draw tiles according to their tile id, 0 is water, 1 grass.
Im using some basic Numpad control handler, using a camIncr (32.0f), i set the camera position according to the movement :
case KeyEvent.KEYCODE_DPAD_RIGHT:
cameraPosX = (float)(cameraPosX + camIncr);
break;
In my draw loop, im just drawing enough tiles to fit on my screen, and track the top left tile using cameraOffsetX and cameraOffsetY (its the camera position / tile size )
Im using a GLU.gluOrtho2D for my projection.
Here is the draw loop inside my custom renderer :
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode( GL10.GL_PROJECTION );
gl.glLoadIdentity( );
GLU.gluOrtho2D(gl, 0, scrWidth, scrHeight, 0);
repere.draw(gl, 100.0f); // this is just a helper, draw 2 lines at the origin
//Call the drawing methods
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
tiledBackground.draw(gl, filtering);
my tiledBackground draw function :
int cols = (569 / 32) + 2; // how many columns can fit on the screen
int rows = (320 / 32) + 1; // haw many rows can fit on the screen
int cameraPosX = (int) Open2DRenderer.getCameraPosX();
int cameraPosY = (int) Open2DRenderer.getCameraPosY();
tileOffsetX = (int) (cameraPosX / 32);
tileOffsetY = (int) (cameraPosY / -32);
gl.glPushMatrix();
for (int y = 0; y < rows; y++) {
for (int x = 0; x < cols; x++) {
try {
tile = map[y + tileOffsetY][x + tileOffsetX];
} catch (Exception e) {
e.printStackTrace(); //when out of array
tile = 0;
}
gl.glPushMatrix();
if (tile==0){
waterTile.draw(gl, filter);
}
if (tile==4) {
grassTile.draw(gl, filter);
}
gl.glTranslatef(32.0f, 0.0f, 0.0f);
}//
gl.glPopMatrix();
gl.glTranslatef(0.0f, 32.0f, 0.0f);
}
gl.glPopMatrix();
}
the waterTile and grassTile .draw function draw a 32x32 textured tile, might post the code if relevant.
Everything is fine, i can move using numpad arrows, and my map 'moves' with me, since im only drawing what i can see, its fast (see http://stackoverflow.com/questions/2129125/android-opengl-es-simple-tile-generator-performance-problem where Aleks pointed me to a simple 'culling' idea)
I would like my engine to 'smooth scroll' now. I've tried tweaking the camIncr variable, the GLU.gluOrtho2D etc, nothing worked.
Any ideas ? :)