Title: function love.draw() // declares the function for rowIndex=1, #TileTable do / Author: Anonymous Pastebin link: http://pastebin.com/cmxYQmev First Edit: Sunday 10th of August 2014 02:40:50 AM CDT Last Edit: Sunday 10th of August 2014 02:40:50 AM CDT function love.draw() // declares the function   for rowIndex=1, #TileTable do // This is the first loop, it means start at row 1 and for every row in #Tiletable loop once     local row = TileTable[rowIndex] // The current row being handled is put into a temporary variable local to the function     for columnIndex=1, #row do // This is the second/nested loop, it means start at column 1 and for every column in the current row loop once       local number = row[columnIndex] // store the current column in a temporary variable local to the function       local x = (columnIndex-1)*TileW // Substract 1 from the current column location and multiply it by a tile width, store in a local variable to the function ***more on this below       local y = (rowIndex-1)*TileH // Substract 1 from the current row location and multiply it by a tile width, store in a local variable to the function ***more on this below       love.graphics.draw(Tileset, Quads[number], x, y) // draw from the tileset (im assuming this is where the graphics file is) the quads determines where to "cut" the sprite at to get the right tile, then draw it at location x and y on the screen?     end // Exit second/nested loop once all the columns are processed   end // Exit first loop once all the rows are processed end // The funciton ends here   *** I'm assuming the reason 1 is subtracted from the current row/column location is because in programming we start with 0. The loops start at 1 so this needs to be set at 0 for proper x and y positioning? Again, more love2d logic is here and I'm not sure what this is all about either.