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Lastly, we don t want the player to walk over walls and mountains. He may be a ninja, but he s not that good. To solve that problem, add a new Layer in Tiled via Layer Add Tile Layer and name it Collisions, then move the Opacity slider just above the Layers list to about the middle. Now pick a tile from the tileset whose color is a strong contrast to the tilemap, because we ll use it to draw collision areas over the tilemap and they should be easily recognizable despite having a low opacity. I chose one of the purple tiles. Right-click the tile of your choice and select Tile Properties from the context menu. Note that this command has no equivalent in the Tiled menu; Tile Properties can only be accessed by right-clicking a tile. In the Tile Properties dialog shown in Figure 11 19, add a property named blocks_movement and set the value to 1. Actually, I m going to ignore the value in code, it s only important that the blocks_movement value exists.
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CHAPTER 11: Isometric Tilemaps
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Figure 11 19. Add a blocks_movement Tile Property.
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With the Collisions layer selected, draw on the tilemap with the tile that has the blocks_movement property set. Place a tile everywhere you don t want the player to move onto, for example walls, mountains, houses, and so on. The tilemap isometric-with-border.tmx in the Tilemap10 project is already prepared with a collision layer. The collision layer is only for checking if a tile can be moved on and should not be displayed in the game, so the first thing you do in the init method of the TileMapLayer class is to set this layer invisible (see Listing 11 9).
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Listing 11 9. Hiding the Collisions Layer CCTMXTiledMap* tileMap = [CCTMXTiledMap tiledMapWithTMXFile: @"isometric-with-border.tmx"]; [self addChild:tileMap z:-1 tag:TileMapNode]; CCTMXLayer* layer = [tileMap layerNamed:@"Collisions"]; layer.visible = NO;
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To check if a certain tile coordinate is blocked, I ve added the isTilePosBlocked method to the Tilemap10 project, as shown in Listing 11 10.
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Listing 11 10. Determine if a Tile Is Blocked -(bool) isTilePosBlocked:(CGPoint)tilePos tileMap:(CCTMXTiledMap*)tileMap { CCTMXLayer* layer = [tileMap layerNamed:@"Collisions"]; NSAssert(layer != nil, @"Collisions layer not found!"); bool isBlocked = NO; unsigned int tileGID = [layer tileGIDAt:tilePos]; if (tileGID > 0) { NSDictionary* tileProperties = [tileMap propertiesForGID:tileGID]; id blocks_movement = [tileProperties objectForKey:@"blocks_movement"]; isBlocked = (blocks_movement != nil); } return isBlocked; }
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CHAPTER 11: Isometric Tilemaps
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The code first tries to get a tile at the given tile coordinate from the Collisions layer. If there is no tile there, the tileGID will be 0 and we can safely assume that this tile is not blocked. But if there is a valid tileGID at the tilePos coordinate, the tileMap is queried for the properties of the tile, which returns an NSDictionary object. If the dictionary s objectForKey method returns a valid object for the key named blocks_movement, the tile is blocked. The place to check for collision is in the update method, as shown in Listing 11 11.
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Listing 11 11. Checking for Collision in the update Method -(void) update:(ccTime)delta { // if the tilemap is currently being moved, wait until it's done moving if ([tileMap numberOfRunningActions] == 0) { if (currentMoveDirection != MoveDirectionNone) { CGPoint tilePos = [self tilePosFromLocation:screenCenter tileMap:tileMap]; CGPoint offset = moveOffsets[currentMoveDirection]; tilePos = CGPointMake(tilePos.x + offset.x, tilePos.y + offset.y); tilePos = [self ensureTilePosIsWithinBounds:tilePos]; if ([self isTilePosBlocked:tilePos tileMap:tileMap] == NO) { [self centerTileMapOnTileCoord:tilePos tileMap:tileMap]; } } } }
Before moving the tilemap, the isTilePosBlocked method is called to see if the player can actually move there. If the destination tile coordinate is not blocked, he will move, otherwise he won t.
Adding More Content to the Game
So far, we have a game where you guide a character through an isometric tilemap world. Hiding behind trees and avoiding collisions are just the foundation for a game set in this world. What if you want to add more actors to the world, whether enemies or non-player characters (NPCs) In principle, you animate them just like you d move the player, except that the player is centered on screen whereas NPCs can be anywhere on the tilemap. Still, you only need to determine which direction the NPC should walk toward, and then move him like the layer is moved in the centerTileMapOnTileCoord method. The only difference is that the
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