I have been working on a basic tile engine for a project of mine and have managed to get it to a fairly functional state. However one main problem is that when I run the code, the tiles will always start to draw at (16, 0) rather than (0, 0):
int row = 0, column = 0;
for (int x = 1; x < array.Length; x++) {
if (x % 32 == 0 && x != 0)
row++;
if (column >= 31)
column = 0;
else
column++;
Tile newTile = new Tile();
newTile.tileSheet = tileSheet;
newTile.tilePos = new Vector2(column * 16, row * 16);
if (array[x] == Color.Black) {
newTile.tileType = 0;
newTile.tileSource = new Rectangle(0, 0, 16, 16);
}
else {
newTile.tileType = 1;
newTile.tileSource = new Rectangle(16, 0, 16, 16);
}
tileList.Add(newTile);
}
And a picture of the problem:
I know I start at x = 1 for my for() loop, but even when counteracting this with if ((x - 1) ...) it does not work. I am really stumped.
That's because you say
if (column >= 31)
column = 0;
else
column++;
Because of this, the first column is 1.
I wonder, why you do the loop this way. It is really hard to read and even harder to debug as you learned. Why don't you use nested for loops?
for(int row = 0; row < height; ++row)
for(int column = 0; column < width; ++column)
{
//add the tiles
}