This is the last and probably hardest part of this tutorial where I'll teach you how to achieve a drawing function. We'll need BitBlt for this so if you don't yet know about BitBlt I recommend you reading through this article first:
What we'll do now is going line by line through the map and draw what's within the screen. So the idea is as follows:
This time I'll show you the code first and discuss it line by line afterwards:
Public Sub Draw() Dim X as Long Dim Y as Long Dim Index as Long Dim TileIndex as Long With Map 'Calculate map index from the camera positon Index = ( Camera.Y * .w ) + Camera.X 'Draw the map For Y = 0 To Camera.TilesY - 1 For X = 0 To Camera.TilesX - 1 'Get tile index TileIndex = .Data( Index ) 'Draw tile BitBlt Camera.FrontDC, _ X * TileSize, Y * TileSize, _ TileSize, TileSize, _ Tile( TileIndex ).DC, _ 0, 0, _ vbSrcCopy 'Next tile Index = Index + 1 Next 'Get next line start Index = Index + .w - Camera.TilesX Next End With End Sub
I'll now go through each line of the code step by step and explain what it does.
Public Sub Draw() Dim X as Long Dim Y as Long Dim Index as Long Dim TileIndex as Long
Well this are the declarations we'll need.
'Calculate map index from the camera positon Index = ( Camera.Y * .w ) + Camera.X
Here we calculate the map index position, this is again done by (Y * Width) + X. In other words this is the offset in the map array where the camera currently points at.
'Draw the map For Y = 0 To Camera.TilesY - 1 For X = 0 To Camera.TilesX - 1
These are the 2 loops mentioned above. The Y-loop is outside because we go through the map line by line, otherwise it would be row by row. Since the loops go from 0 we have to subract 1 from the width and height.
'Get tile index TileIndex = .Data( Index )
Here we get the tile index from the map at the current indexed position. This is only useful if you want to access the current tile more than once so for this tutorial it's just to keep code more clearly.
'Draw tile BitBlt Camera.FrontDC, _ X * TileSize, Y * TileSize, _ TileSize, TileSize, _ Tile( TileIndex ).DC, _ 0, 0, _ vbSrcCopy
Well as the code says, this piece draws the tile at the current position on the screen.
'Next tile Index = Index + 1 Next
Simple gets the next map index on each iteration. This works as long as we're stepping through the current line.
'Get next line start Index = Index + .w - Camera.TilesX Next
When stepping to the next line we have to add the whole map width to get the same position on the next line. Then subtract the line size to go back to the start of this line.
End With End Sub
We're done.
All of our objects and functions now work as they should. You can move around the camera and the draw function will take it's position as offset for drawing the tiles. Note that the camera position is in tiles, so when trying to set a pixel-based position you'd have to divide it by the tile size. Hopefully you learned something when reading this tutorial. If not go back and read it again.