remove old tileset for now
private void loadTileset() {
BitmapFactory.Options ops = new BitmapFactory.Options();
ops.inScaled = false;
private void loadTileset() {
BitmapFactory.Options ops = new BitmapFactory.Options();
ops.inScaled = false;
- Bitmap tileset = BitmapFactory.decodeResource(getResources(), R.drawable.tileset, ops);
+ Bitmap tileset = BitmapFactory.decodeResource(getResources(), R.drawable.traditional, ops);
tileset.setDensity(Bitmap.DENSITY_NONE);
// The tile set has 4 rows x 9 columns
tileset.setDensity(Bitmap.DENSITY_NONE);
// The tile set has 4 rows x 9 columns
// align to screen:
// "large" is 16x6, and we want to have a nice border, so we use 17x7 and
// choose the lowest scale so everything fits
// align to screen:
// "large" is 16x6, and we want to have a nice border, so we use 17x7 and
// choose the lowest scale so everything fits
- float scalex = ((float) screenWidth/17) / loadedtileWidth;
- float scaley = ((float) screenHeight/7) / loadedtileHeight;
+ float scalex = ((float) (screenWidth - 2)/17) / loadedtileWidth;
+ float scaley = ((float) (screenHeight - 2)/7) / loadedtileHeight;
if (scaley < scalex) {
scalex = scaley;
} else {
if (scaley < scalex) {
scalex = scaley;
} else {