Reputation:
I have a 2D tile game that I am trying to create brush sizes for. Currently, my code looks like this:
if (isMouseClicked0) {
int grid_x = Math.round(mouseX / blockSize);
int grid_y = Math.round(mouseY / blockSize);
for (int x = 0; x < brushSize; x++) {
for (int y = 0; y < brushSize; y++) {
world.setAt(grid_x, grid_y, b[inventorySelect]);
grid_x += x;
grid_y += y;
}
}
}
The setAt()
method looks like this:
public void setAt(int x, int y, BlockType b) {
if (x <= Display.getWidth() / blockSize && y <= Display.getHeight() / blockSize) {
blocks[x][y] = new BaseBlock(b, x * blockSize, y * blockSize);
}
render();
}
This currently produces this output:
The tile above first tile on the top left is where I clicked my mouse, so you can see that the next tile isn't rendering. I've been at this for hours, so I'm probably missing something simple. Any help?
EDIT: The brush size is 2
, so I should be creating four tiles. blockSize
is 32
, it's how big my blocks are.
Upvotes: 1
Views: 173
Reputation: 1272
The problem is with :
grid_x += x;
grid_y += y;
You are basically moving diagonally. This might work better :
for (int x = 0; x < brushSize; x++) {
for (int y = 0; y < brushSize; y++) {
world.setAt(grid_x + x, grid_y + y, b[inventorySelect]);
}
}
Upvotes: 1