Game Development Reference
In-Depth Information
A* pages at http://theory.stanford.edu/ amitp/GameProgram-
ming/ .
And you'll want to visit Amit's Game Programming Information pages in general. He
links to articles concerning artificial intelligence and tile-based games, including pro-
cedural world generation. A lot of the articles may seem dated, but, in fact, most of
them are timeless and are still valuable sources of information. Check them out at
www-cs-students.stanford.edu/ amitp/gameprog.html .
Summary
In this chapter, you learned what's special about isometric tilemaps, how isometric tiles
are designed, and how to create a tilemap with a perceived depth. You learned how to
create and improve such an isometric tilemap with Tiled by adding an impassable bor-
der and preventing collisions.
You also learned the techniques necessary to set up a tilemap for use with cocos2d and
how to set up cocos2d itself with 2D projection and a depth buffer for correct rendering
of overlapping tiles and sprites.
Finally, you added a player whose sprite is correctly clipped depending on whether it's
in front or behind tiles. You can also move the player around tile by tile by tapping and
holding the screen relative to the player sprite to make him go in that direction. That he
will do unless the direction is blocked by a mountain, wall, or any other movement-
blocking tile that you set in Tiled.
So far, you've worked with games that need to be controlled and animated in discrete
steps. You were responsible for implementing all the actor's movement and rotation as
well as checking for collisions. In the next two chapters, I introduce you to physics en-
gines, which allow you to lean back as you watch your game's objects bounce around
and collide with each other all by themselves. If this is the first time you've worked
with a physics engine, it will be a magical experience. Hold on to your hat!
Search Nedrilad ::




Custom Search