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Author: OpenGLShaders (posted 2014-07-14 16:23:47, viewed 91 times)

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float dx = line.end.x - line.start.x;
      float dy = line.end.y - line.start.y;
      float slope = (float) dy / (float) dx;
      
      float error = slope;
      float x = line.start.x;
      float y = line.start.y;
      
      for (float f = 0; f <= dx; f += DecisionGame.scaledTileWidth) {
         IVec2 temp = new IVec2();
         temp.set(Map.getTileCoordsFromWorldPosition(x, y));
         map.setTileAt(0, temp.x, temp.y, 0);
         x += DecisionGame.scaledTileWidth;
         error += slope * (float) DecisionGame.scaledTileHeight;
         if (error >= (float) DecisionGame.scaledTileWidth) {
            y += DecisionGame.scaledTileHeight;
            error -= (float) DecisionGame.scaledTileWidth;
         } 
      }





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