# Wrong Tiling?

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Guys.. I am tiling a map, but it is flipped wrongly!

I am pretty sure that this would tile correctly in a plain Canvas.

The "T" is to error check, and should not display tiles on the Left side..

Instead they don't display on top: So the whole thing is flipped, or some evil magic, any clues?

`        var map = [        [s,S,S,S,S,S,S,S,S,S,],        [s,S,S,S,S,S,S,S,S,S,],        [s,S,S,S,S,S,S,S,S,S,],        ["T",S,S,S,S,S,S,S,S,S,],        [s,S,S,S,S,S,S,S,S,S,],        [s,S,S,S,S,S,S,S,S,S,],        [s,S,S,S,S,S,S,S,S,S,],        ["T",S,S,S,S,S,S,S,S,S,],        [s,S,S,S,S,S,S,S,S,S,],        [s,S,S,S,S,S,S,S,S,S,]        ];        var map_tile_size = 32;        var map_offset = 48;        var sandTile = PIXI.Texture.fromImage("sand.png");        // Spawn Tiles based on the Map Array:        for(var x = 0; x < map.length; x++){        	for(var y = 0; y < map[x].length; y++){        		if(map[x][y] === S){        		map[x][y] = new PIXI.Sprite(sandTile);        		// center the sprites anchor point                map[x][y].anchor.x = 0.5;                map[x][y].anchor.y = 0.5;                // move the sprite t the center of the screen                map[x][y].position.x = x * map_tile_size + map_offset;                map[x][y].position.y = y * map_tile_size + map_offset;        		stage.addChild(map[x][y]);        		map[x][y].setInteractive(true);        		}        	}        }`

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Your map and loop order's don't appear to match. You want to iterate through y then x inside of that, not the other way around.

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