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PostPosted: Fri Dec 14, 2007 12:16 am 
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Joined: Fri Jul 20, 2007 9:25 am
Posts: 410
Location: Croatia
Well I've successfully finished implementing smooth zoom on TileMap. Unfortunately it is all bunch of unreadable stuff at the end. You can achieve it with only translate() and scale(). I assume it would be much simpler if we could draw parts of tiles (draw by floats instead of integers).
If somebody has an idea how to do it better or improve this thing, please let me know.

It is all here, I removed variables like screen resolution and tile size, calling functions like getTileWidth() makes it unreadable as it can get... this is specific for 800x600 resolution and tile size 32x32

   public void render(GameContainer container, Graphics g) {
        // determine how much tiles scaled map needs for displaying on screen
        renderWidthInTilesScaled = (int)(KrajnaGame.getGameWidth()/scale/KrajnaGame.getTileWidth())+2;
        renderHeightInTilesScaled = (int)(KrajnaGame.getGameHeight()/scale/KrajnaGame.getTileHeight())+2;

        // move the scaled map so it is centered same as original map
        g.translate(-400 + 400/scale, -300 + 300/scale);       

        // needed for culling map outside the screen when zoomed in and rendering whole map when zoomed out
        g.translate(-400 + 400/scale, -300 + 300/scale);       
        int scaledx = 32*(int)(400f/32) - 32*(int)(800f/(scale*2)/32+1);
        int scaledy = 32*(int)(300f/32) - 32*(int)(600f/(scale*2)/32+1);
                (int)(mapRenderStartX) + scaledx / 32,
                (int)(mapRenderStartY) + scaledy / 32,

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