HTML5/ Javascript not drawing tiles on the far right side of screen -


i having issues drawing tiles @ far right of screen , cant figure out causing this. can see in image linked below floor tiles supposed going right edge of screen.

image of happening

here copy of code array drawing

var maparray1 = new array(); //               05|                 10|                15|                  20|         maparray1[0] = new array(00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00); maparray1[1] = new array(00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00);                maparray1[2] = new array(00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00); maparray1[3] = new array(00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00);                maparray1[4] = new array(00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 61, 00, 00, 00, 00, 33, 00, 00, 43);                // maparray1[5] = new array(00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 01, 01, 21, 01, 01, 00, 00, 00, 01, 01, 01, 01, 01);                maparray1[6] = new array(00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 21, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00);                maparray1[7] = new array(00, 00, 00, 00, 63, 00, 00, 00, 00, 00, 00, 00, 00, 00, 21, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00);                maparray1[8] = new array(01, 01, 01, 01, 01, 01, 01, 00, 00, 00, 00, 00, 00, 00, 21, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00);                maparray1[9] = new array(00, 00, 00, 00, 00, 00, 02, 00, 00, 00, 00, 00, 00, 00, 21, 00, 00, 00, 00, 00, 00, 00, 00, 00, 02);                //10 maparray1[10] = new array(00, 00, 00, 00, 00, 00, 02, 00, 00, 00, 00, 00, 00, 00, 21, 00, 00, 00, 00, 00, 00, 00, 00, 00, 02);               maparray1[11] = new array(00, 00, 00, 00, 00, 00, 02, 00, 00, 00, 00, 00, 01, 01, 01, 01, 01, 00, 01, 21, 01, 01, 01, 01, 02);               maparray1[12] = new array(00, 00, 00, 00, 00, 00, 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 21, 00, 00, 00, 00, 00);               maparray1[13] = new array(00, 00, 00, 00, 50, 00, 02, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 21, 00, 41, 00, 00, 00);               maparray1[14] = new array(01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01, 01); 

and here code drawing

function createblock(tileint, column, row, bm){     var tilewidth = gameconstants.tilewidth;      var blockmodel = new averletmodel();     blockmodel._xpos = column * tilewidth + tilewidth/2;     blockmodel._ypos = row * tilewidth + tilewidth/2;     blockmodel.setrectangle(tilewidth, tilewidth, 0xff7777);     vblocks.push(blockmodel);      var blockview = new averletview(context);     blockview.init(blockmodel, bm, tileint);     vviews.push(blockview); }  function createlvl(mbm, obm, ebm){     //console.log("createlvl");     //now must create level     for(var = 0;i< gameconstants.tilesacross; i++){         for(var j = 0; j < gameconstants.tilesdown; j++){             //defining target             var newplacement;             var itileint = mmap.gettile(currentmap, j, i);             var itiletype = math.round(itileint / 10);             var imod = itileint % 10;              if(itileint != 0){                 if(itileint < 10){                     createblock(itileint, i, j, mbm);                 }                 else if(itiletype == gameconstants.enemy){                     console.log("enemy");                     //createenemy(imod, i, j, ebm);                 }                 else{                      switch(itiletype){                         case gameconstants.orb:                             newplacement = new spriteview(context);                             newplacement.init(imod, obm, itiletype);                             vorbs.push(newplacement);                             newplacement._xpos = * gameconstants.tilewidth;                             newplacement._ypos = j * gameconstants.tilewidth;                         break;                         case gameconstants.ladder:                             newplacement = new spriteview(context);                             newplacement.init(imod, obm, itiletype);                             vviews.push(newplacement);                             newplacement._xpos = * gameconstants.tilewidth;                             newplacement._ypos = j * gameconstants.tilewidth;                         break;                         case gameconstants.goal:                             goal = new spriteview(context);                             goal.init(imod, mbm, itiletype);                             goal._xpos = * gameconstants.tilewidth;                             goal._ypos = j * gameconstants.tilewidth;                         break;                         case gameconstants.rainbow:                             newplacement = new spriteview(context);                             //console.log(newplacement.currenttile);                             newplacement.init(5, obm, itiletype);                             vviews.push(newplacement);                             newplacement._xpos = * gameconstants.tilewidth;                             newplacement._ypos = j * gameconstants.tilewidth;                         break;                         case gameconstants.gems:                             newplacement = new spriteview(context);                             newplacement.init(imod, obm, itiletype);                             vgems.push(newplacement);                             newplacement._xpos = * gameconstants.tilewidth;                             newplacement._ypos = j * gameconstants.tilewidth;                         break;                     }                 }//else              }//if          }//for     }//for }; 

the problem might in draw function. pushing vviews vector whenever make block, rainbow, or ladder. sure calling draw on 59 blocks plus many of others have. can post function?


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