.net barcode generator code project Preparing Images with Zwoptex in Objective-C

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Preparing Images with Zwoptex
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In the Tilemap01 project for this chapter you ll find a number of square tile images in the Resources/individual tile images folder. Add all of these tile images to Zwoptex and set the Canvas size to 256 256 pixels that s more than enough. Click the Apply button to arrange the tiles as Zwoptex sees fit. The result should look similar to Figure 10 4.
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CHAPTER 11: Working with Tilemaps
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Figure 10 4. Creating a Texture Atlas of a few square tiles using Zwoptex
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Notice that Zwoptex arranged the tiles in random order. Unfortunately, at the time of this writing, in Zwoptex v1.0.4 there is no way to arrange the tiles by name. If that were possible, the layout would match the file names on disk. This feature has been requested by a number of Zwoptex users, so sorting by name may be implemented in a future version. Check whether the version of Zwoptex you re using supports that feature, and if it does, take advantage of it by editing your tiles as individual images, and then use Zwoptex to create a sorted tileset from your tile images. In the meantime, you might get by with these randomly sorted images. However, there is no guarantee that they will all stay in the same place when you add or remove tiles and click Apply again. Zwoptex may decide seemingly at random to reorder the position of the tiles. In use with the CCSpriteBatchNode, that poses no problems at all, however, since you refer to individual images by name. For Tiled Map Editor, on the other hand, it is crucial that the tiles stay at the same position, since Tiled refers to individual tiles in the tileset by position and offset only.
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CHAPTER 10: Working with Tilemaps
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That means that if tiles in the texture shift places, the tilemap in Tiled using this tileset texture will look completely different. The tilemap still refers to the same tile positions in the tileset, but instead of a grass tile there could now be a water tile at that position, for example. The fix to this is to add empty tiles to fill a reasonably sized tileset texture (or at least as many as you need). The purpose of the empty tiles in Figure 10 3 is simply to give you a canvas to draw on. The idea is to add all the empty tiles to Zwoptex to create a tileset texture containing evenly spaced but empty tiles. Then you can close Zwoptex, and you won t need it again, since you can simply open the tilemap Texture Atlas in any imageediting program and draw over the nontransparent parts of the image. Zwoptex simply helps with the initial positioning of tiles in the tileset texture. If you re a better artist than I am, you might also consider creating such a tilemap in an image program directly. What you need to make sure of is that the background of the image is transparent. This will avoid visual glitches at the borders of tiles when they are displayed in the game. Also, all the tiles need to be of the same width and height, and the space between individual tiles must be constant. Doing that manually in an image program would have taken me more time than just creating a number of empty tiles and letting Zwoptex align them for me. It needs to be done only once, and it s quite convenient that way.
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Tiled Map Editor
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The most popular tool to create tilemaps for use with cocos2d is Tiled Map Editor. The TMX files it creates are natively supported by the cocos2d game engine. Tiled Map Editor is available for free, and at the time of this writing, version 0.5 is the most current. You can download Tiled from its home page, at www.mapeditor.org. If you would like to support the development of Tiled, consider making a donation to the project s developer, Thorbj rn Lindeijer. You can donate to the project here: http://sourceforge.net/donate/index.php group_id=161281.
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