This is a pseudo codish example, geometry variables are in 2d vectors. Both the camera object and the tilemap has a center-position and a extent (half size). The math is just the same even if you decide to stick with pure numbers. Even if you don't use center coordinates and extent, perhaps you'll get an idea on the math. All of this code is in the render function, and is rather simplified. Also, this example assume you already got a 2D array -like object that holds the tiles.
So, first a full example, and I'll explain each part further down.
// x and y are counters, sx is a placeholder for x start value as x will
// be in the inner loop and need to be reset each iteration.
// mx and my will be the values x and y will count towards too.
x=0,
y=0,
sx=0,
mx=total_number_of_tiles_on_x_axis,
my=total_number_of_tiles_on_y_axis
// calculate the lowest and highest worldspace values of the cam
min = cam.center - cam.extent
max = cam.center + cam.extent
// subtract with tilemap corners and divide by tilesize to get
// the anount of tiles that is outside of the cameras scoop
floor = Math.floor( min - ( tilemap.center - tilemap.extent ) / tilesize)
ceil = Math.ceil( max - ( tilemap.center + tilemap.extent ) / tilesize)
if(floor.x > 0)
sx+=floor.x
if(floor.y > 0)
y+=floor.y
if(ceil.x < 0)
mx+=ceil.x
if(ceil.y < 0)
my+=ceil.y
for(; y<my; y++)
// x need to be reset each y iteration, start value are stored in sx
for(x=sx; x<mx; x++)
// render tile x in tilelayer y
Explained bit by bit. First thing in the render function, we will use a few variables.
// x and y are counters, sx is a placeholder for x start value as x will
// be in the inner loop and need to be reset each iteration.
// mx and my will be the values x and y will count towards too.
x=0,
y=0,
sx=0,
mx=total_number_of_tiles_on_x_axis,
my=total_number_of_tiles_on_y_axis
To prevent rendering all tiles, you need to provide either a camera-like object or information on where the visible area starts and stops (in worldspace if the scene is movable)
In this example I'm providing a camera object to the render function which has a center and an extent stored as 2d vectors.
// calculate the lowest and highest worldspace values of the cam
min = cam.center - cam.extent
max = cam.center + cam.extent
// subtract with tilemap corners and divide by tilesize to get
// the anount of tiles that is outside of the cameras scoop
floor = Math.floor( min - ( tilemap.center - tilemap.extent ) / tilesize)
ceil = Math.ceil( max - ( tilemap.center + tilemap.extent ) / tilesize)
// floor & ceil is 2D vectors
Now, if floor is higher than 0 or ceil is lower than 0 on any axis, it means that there just as many tiles outside of the camera scoop.
// check if there is any tiles outside to the left or above of camera
if(floor.x > 0)
sx+=floor.x// set start number of sx to amount of tiles outside of camera
if(floor.y > 0)
y+=floor.y // set startnumber of y to amount of tiles outside of camera
// test if there is any tiles outisde to the right or below the camera
if(ceil.x < 0)
mx+=ceil.x // then add the negative value to mx (max x)
if(ceil.y < 0)
my+=ceil.y // then add the negative value to my (max y)
A normal render of the tilemap would go from 0 to number of tiles that axis, this using a loop within a loop to account for both axis. But thanks to the above code x and y will always stick to the space within the border of the camera.
// will loop through only the visible tiles
for(; y<my; y++)
// x need to be reset each y iteration, start value are stored in sx
for(x=sx; x<mx; x++)
// render tile x in tilelayer y
Hope this helps!