Sorry for the stupid question though it seems I'm not seeing the picture

I'm using Tiled Map Editor to create my maps, wrote a tiny handler to get most of the needed data
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| TMXHandler test = new TMXHandler("DA"); TMX_MapData data = test.getMapData(); HashMap<Integer,BufferedImage> tiled = new HashMap<Integer, BufferedImage>(); Graphics2D g2 = (Graphics2D) g; try { BufferedImage img = ImageIO.read(new File("src/com/prinnyware/resources/grasslandv6_0.png")); ArrayList<TMX_Layer> layers = data.getLayers(); ArrayList<BufferedImage> mi = new ArrayList<BufferedImage>(); for (Iterator<TMX_Layer> it = layers.iterator(); it.hasNext();) { TMX_Layer layer = it.next(); System.out.println(layer.getLayerName()); ArrayList<Integer> tiles = layer.getTiles(); int columns = (506 / data.getTileWidth()); int lines = (768 / data.getTileHeight()); int counter = 1; for (int incrlines = 0; incrlines < lines; incrlines++) { for (int i = 0; i < columns; i++) { tiled.put(counter,img.getSubimage(i*32, incrlines*32, 32, 32)); counter++; } } |
With that code I can output pretty much the tileset image and store it (to match the gid later on). But I got stuck! now I kinda don't know how to progress on how to load my tiles so I don't know if I'm doing it right with my current approach or if I should take another route.
Googling around I got some matches and saw some people wrote another tmx handler though I saw something different
some had this:
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| drawClip: function(gid, scrollX, scrollY, offsetX, offsetY) { var gid = parseInt(gid); gid--;
var tw = TILE_WIDTH; var th = TILE_HEIGHT; var perRow = this._width / tw;
var sx = (gid % perRow) * tw; var sy = Math.floor(gid / perRow) * th; var dx = scrollX * tw + offsetX; var dy = scrollY * th + offsetY;
mapCtx.drawImage(this._img, sx, sy, tw, th, dx, dy, tw, th); } |
so I wondered where do I take scrollX/Y from?
Thanks