Method render() Local drawY%, drawX% Local tOffY% Local gOffX% Local actualDrawX%, actualDrawY% For Local y% = 0 To Height - 1 tOffY = 0 For Local x% = 0 To width - 1 drawX% = x tOffY:+ 15 actualDrawX% = (((((((drawX * (TILEWIDTH + 2))) - ((TILEHEIGHT + 1) * x))) - (gOffx))) - x) + offsetx actualDrawY% = (((drawY * (TILEHEIGHT + 1)) + tOffY) + (y * (TILEHEIGHT / 2))) + offsety If actualDrawX < 0 - TILEWIDTH Or actualDrawY < 0 - TILEHEIGHT Or actualDrawX > GraphicsWidth() Or actualDrawY > GraphicsHeight() Then ' // Dont render if the tile is off screen Else If tile[x , y].blocked Then SetColor 255 , 0 , 0 DrawImage (floorImageSet, actualDrawX, actualDrawY, tile[x, y].floorStyle) SetColor 255, 255, 255 EndIf Next gOffX%:+ 30 Next For Local point:TPoint = EachIn pointList point.SetOffset(offsetx + (TILEWIDTH / 2), offsety + (TILEHEIGHT / 2)) point.render() Next End Method
As you see its the drawing part of a isometric engine...
So could someone explain for wath is each variable
Oh and and the to DiabloGames for suplying the free sourcecode
I'm trying to make my own isometric engine and I know some pinciples but I can't figure out this one