Game Development Reference
game about certain properties of tiles. I called it GameEventLayer because it will be
used to define trigger areas for certain game events.
With GameEventLayer selected, choose Map New Tileset and load game-
events.png from the same folder as dg_grounds32.png . It contains only three
tiles. Right-click one, select Tile Properties, and add the isWater property, as shown
in Figure 10-8 .
Figure 10-8 . Adding a tile property
Caution Keep in mind that each tile layer creates some overhead, especially if
you set tiles in multiple layers at the same location. This will cause both layers
to be drawn and can adversely affect the game's performance. I recommend
keeping the number of tile layers to a minimum. Two to four tile layers should
be sufficient for most games. Be sure to take a look at your game's framerate on
the device after you've added a new tile layer and drawn on it.
Also be aware that Tiled allows you to add more than one tileset for a layer.
However, cocos2d supports only one tileset per layer.
You can then draw over the tilemap using the tile whose properties you just added the
isWater property to. Ideally, draw it over the river. To see the tiles underneath what
you're drawing, you can use the Opacity slider for the GameEventLayer in the Lay-