Controls: W - move up A - move left D - move right S - move left
All code by @ITeachMathInClass0. No longer has a usage guide, but you can still use it with credit. My best version so far, although glitches a lot, is made specifically for less glitchy map rendering. Previously, the engine was made in a way that would iterate through every tile in the list, then it would check if it was visible. If it was, then it would draw. Otherwise, it would skip to the next iteration. But the problem is that when I tried to render a 50x50 tile grid for Blast Shootout on Scratch, it would lag severely, so I made this version that, instead of iterating through every tile in the list, would find the tiles that were visible in the box using specific mathematics, then draw them out, to limit the amount of iterations to 40 at maximum. This is actually not stamped at all. It is completely drawn out! I extended the map to 25x25 as an example of what it can do on Scratch. The maximum square grid that Scratch is capable of is 447x447, which is 199809 tiles. The way you can go more than that is (also why would you want to?) is by making an only TurboWarp project and making the list like 500x500 or something else. The easiest calculation I've done for filling up the grid entirely was a 1000x200, or the other way around. Features I plan to add: - map load data mode for infinite map space - adjustable tile size I worked EXTREMELY hard on this. Now, I can get some time off of Scratch, then soon get back to working on Blast Shootout.