I'm doing a 2d simple shooter platformer, and for that i need a tile map. I'm pretty rusty on javascript, but i'm trying my best to do the game. I have a tile map done already this is the outcome that i want for the first lvl:
Tiled image of the first lvl, the wanted result:
And this is what I'm getting:
my code for the tile map is this one:
window.onload = function () {
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext('2d');
var cols = 25;
var rows = 18;
var tileWidth = 32;
var tileHeight = 32;
canvas.width = cols * tileWidth;
canvas.height = rows * tileHeight;
var map = [
467,468,468,468,468,468,468,467,468,468,468,468,468,468,468,468,467,468,468,468,468,468,467,468,468,
499,500,501,468,468,468,468,499,500,501,468,468,468,468,468,468,499,500,501,468,468,468,499,500,501,
468,468,468,468,468,467,468,468,468,468,468,499,500,501,468,468,468,468,468,467,468,468,468,468,468,
468,468,468,468,468,499,500,501,468,468,468,468,468,468,468,468,468,468,468,499,500,501,468,468,468,
468,467,468,468,468,468,468,468,468,467,468,468,468,468,467,468,468,468,468,468,468,468,467,468,468,
468,499,500,501,468,468,468,468,468,499,500,501,468,468,499,500,501,468,468,468,468,468,499,500,501,
468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,
468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,
468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,
468,468,468,468,468,468,468,468,282,282,282,282,282,282,282,282,282,468,468,468,468,468,468,468,468,
468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,
468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,
468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,
468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,
258,258,258,258,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,468,258,258,258,258,
528,528,528,528,258,258,258,258,258,258,258,258,258,258,258,258,258,258,258,258,258,528,528,528,528,
528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,
528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528,528
];
var map467 = new Image();
map467.src = "467_tile.png"
var map468 = new Image();
map468.src = "468_tile.png"
//var map469 = new Image();
//map469.src = "469.png"
//var map470 = new Image();
//map470.src = "470.png"
var map499 = new Image();
map499.src = "499_tile.png"
var map500 = new Image();
map500.src = "500_tile.png"
var map501 = new Image();
map501.src = "501_tile.png"
//var map502 = new Image();
//map502.src = "502_tile.png"
var map528 = new Image();
map528.src = "528_tile.png"
var map258 = new Image();
map258.src = "258_tile.png"
var map282 = new Image();
map282.src = "282_tile.png"
function drawMap() {
for (var y = 0; y < rows; y++){
for (var x = 0; x<cols; x++) {
switch (map[((y*rows)+x)]){
case 467:
ctx.drawImage(map467, x*tileWidth ,y*tileHeight, tileWidth, tileHeight);
break;
case 468:
ctx.drawImage(map468, x*tileWidth ,y*tileHeight, tileWidth, tileHeight);
break;
case 499:
ctx.drawImage(map499, x*tileWidth ,y*tileHeight, tileWidth, tileHeight);
break;
case 500:
ctx.drawImage(map500, x*tileWidth ,y*tileHeight, tileWidth, tileHeight);
break;
case 501:
ctx.drawImage(map501, x*tileWidth,y*tileHeight, tileWidth, tileHeight);
break;
case 528:
ctx.drawImage(map528, x*tileWidth ,y*tileHeight, tileWidth, tileHeight);
break;
case 282:
ctx.drawImage(map282, x*tileWidth ,y*tileHeight, tileWidth, tileHeight);
break;
case 258:
ctx.drawImage(map258, x*tileWidth ,y*tileHeight, tileWidth, tileHeight);
break;
}
}
}
}
I have one more function (animate), for drawing the map and the other assets and animations.
I just wanted to know what i have to do to get the expected result. I'm overheating on this for 2 days now, i tried severall ways to do it, but none works :(