Revision: 31132
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at August 30, 2010 18:18 by cell-gfx
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-(void)setPlayerPosition:(CGPoint)position { CGPoint tileCoord = [self tileCoordForPosition:position]; int tileGid = [_meta tileGIDAt:tileCoord]; if (tileGid) { NSDictionary *properties = [_tileMap propertiesForGID:tileGid]; if (properties) { NSString *collision = [properties valueForKey:@"Collidable"]; if (collision && [collision compare:@"True"] == NSOrderedSame) { return; } NSString *collectable = [properties valueForKey:@"Collectable"]; if (collectable && [collectable compare:@"True"] == NSOrderedSame) { [_meta removeTileAt:tileCoord]; [_foreground removeTileAt:tileCoord]; self.numCollected++; [_hud numCollectedChanged:_numCollected]; } } } ccTime moveDuration = 0.3; id playerMove = [CCMoveTo actionWithDuration:moveDuration position:position]; id cameraMove = [CCFollow actionWithTarget:_player worldBoundary:CGRectMake(0, 0, (_tileMap.mapSize.width * _tileMap.tileSize.width), (_tileMap.mapSize.height * _tileMap.mapSize.height))]; [_player runAction:playerMove]; [self runAction:cameraMove]; }
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Use this variation of **setPlayerPosition** in your HelloWorldScene.m file to negate the need to use **setViewpointCenter** to manually calculate the viewport to track your player. This uses the **CCFollow** function as demonstrated in ActionsTest, one of the test apps included with cocos2D. Also to note is that the player movement is controlled by **CCMoveTo** which gives the player the same smooth movement around the map that the enemies have.
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Setting cocos2D camera position using CCFollow
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ios
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Objective C