.net barcode generator library open source 11: Isometric Tilemaps in Objective-C

Generating DataMatrix in Objective-C 11: Isometric Tilemaps

CHAPTER 11: Isometric Tilemaps
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Figure 11 16. Resizing the map in Tiled to add a border.
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You can now fill this border area to give the impression of an area of the map that is simply impassable. It helps to choose a darker ground tile to hint to the player that this area can t be entered, and of course you should add impenetrable objects onto the Objects layer and around the border of the playable area. Your result should look something like Figure 11 17. I saved my version into the resources folder of the Tilemap07 project and named it isometric-with-border.tmx.
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Figure 11 17. A convincing impassable map border area
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CHAPTER 11: Isometric Tilemaps
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NOTE: The impassable area in Figure 11 17 does look quite repetitive and boring. You may be tempted to add more detail to that area but that is a double-edged sword. On one side, more details and variations within the impassable area will make it look better. On the other, it can also fool the player into thinking about, and even worse, spending time trying to reach that one spot in the impassable area that looks like it could be visited. The player might assume it s a secret area and he simply has to figure out how to get there. If you have a player thinking like this, it s bad for your game. You don t want to tempt the player into trying things that are absolutely impossible to achieve. It just wastes his time and it ends in frustration. The Tilemap07 project also implements the code that prevents you from scrolling outside the playable area by defining the inner tile coordinates of the playable area. I added two CGPoint variables, playableAreaMin and playableAreaMax, to the TileMapLayer class:
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@interface TileMapLayer : CCLayer { CGPoint playableAreaMin, playableAreaMax; }
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The playable area variables are initialized with a border size of 10 tiles in the init method of the class:
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const int borderSize = 10; playableAreaMin = CGPointMake(borderSize, borderSize); playableAreaMax = CGPointMake(tileMap.mapSize.width - 1 - borderSize, tileMap.mapSize.height - 1 - borderSize);
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The playable area is defined as anything within the bounds of the tile coordinates (10, 10) to (39, 39). All tiles outside this area should be considered not part of the playfield. All that remains is to update the tilePosFromLocation method by replacing the MIN/MAX lines to implement this rule of the playable area. Instead of keeping the tile coordinates within the bounds of the whole tilemap, you now want to keep it within the bounds of the playable area, as such:
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posX posX posY posY = = = = MAX(playableAreaMin.x, MIN(playableAreaMax.x, MAX(playableAreaMin.y, MIN(playableAreaMax.y, posX); posX); posY); posY);
If you try this out, you ll see that only the tiles within the playable area can be centered on screen. What s more, clicks outside the playable area are not just ignored; the tilemap scrolls as close as possible to the tile you clicked on. This way you don t destroy the player s impression of a world that seemingly extends far beyond what the player can see.
CHAPTER 11: Isometric Tilemaps
Adding a Movable Player Character
By adding a player character moving about the tilemap world, you get closer to an actual isometric game. In this case I chose the ninja.png as the player character and added it to the Tilemap08 project. The player is a class derived from CCSprite, aptly named Player. Listing 11 4 shows the header file.
Listing 11 4. The Player Class Interface #import <Foundation/Foundation.h> #import "cocos2d.h" @interface Player : CCSprite { } +(id) player; @end
The +(id) player method in Listing 11 5 is the static autorelease initialize, which also initializes the sprite with the ninja.png file.
Listing 11 5. The Player Class Implementation #import "Player.h" @implementation Player +(id) player { return [[[self alloc] initWithFile:@"ninja.png"] autorelease]; } @end
You then create the player in the TileMapLayer class s init method:
CGSize screenSize = [[CCDirector sharedDirector] winSize]; // Create the player and add it player = [Player player]; player.position = CGPointMake(screenSize.width / 2, screenSize.height / 2); // approximately position player's texture to best match the tile center position player.anchorPoint = CGPointMake(0.3f, 0.1f); [self addChild:player];
The player s position is set to the center of the screen on purpose. Since you already have a method that allows you to center a specific tile on the screen, centering the player sprite on the screen as well makes it behave as if it were moving across the tilemap, when in fact it always remains at the same position. You don t have to move the player sprite at all! The player s anchorPoint is offset a little from its default of (0.5f, 0.5f) to (0.3f, 0.1f) to approximately center the sprite s feet on the center position of the tile. Otherwise it might look wrong because all other game objects like trees and cacti have
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