I'm trying to make some moving tiles from a Tiled map editor tmx file. I have the moving tiles in their own layer, and I just want to simply have them move up, and then when they reach a certain y, move back down, and etc.
I have been looking around for a bit on a clear way of accomplishing this, but my efforts have been unsuccessful.
I tried using some of the methods here.
I'm still really new to cocos2d development in general, so I wold appreciate any insight on this. Thank you very much for your time. If you have any questions, please ask! :) Also if it helps, the tiles I'm trying to move are in a big T shape.
FINAL UPDATE:
(Removed more irrelevant code so anyone in the future can easily find my solution (the full answer is below), you can find where I got my layer iterate method at the link above).
Okay, so I have finally got it working close to how I want.. I don't think this is exactly the most ideal way of doing it, but this is what I've got.
Note: In order for this to work for you, you have to run your app out of debug mode or it will lag/make the player fall through the ground (at least it did for me..).
I have an update function that calls certain functions every frame. (Checking collisions, moving platforms, etc).
That update function calls my move platforms function..
like this:
[self movePlatforms:0.1];
this is my movePlatforms function..
-(void)movePlatforms: (ccTime) dt{
if(goingDown){
moveCount++;
}else{
moveCount--;
}
CGSize s = [movingTiles layerSize];
for( int x=0; x<s.width;x++) {
for( int y=0; y< s.height; y++ ) {
CCSprite *tile = [movingTiles tileAt:ccp(x,y)];
if(goingDown){
CGPoint newPosition = ccp(tile.position.x, tile.position.y - 1);
tile.position = newPosition;
if(moveCount >= 100){
goingDown = false;
}
}else{
CGPoint newPosition = ccp(tile.position.x, tile.position.y + 1);
tile.position = newPosition;
if(moveCount <= 0){
goingDown = true;
}
}
}
}
}
So basically, I created a int moveCount and a BOOL goingDown to keep track of how many times my movePlatform function has been called. So after 100 calls, it switches direction.
(This works fine for me, you might need something else like a collision detecter if that is the case use this).
if (CGRectIntersectsRect([someSprite boundingBox], [someSprite boundingBox])) {
//Do something
}
Hopefully this works for someone in the future, I know this was quite the headache for me, and it probably isn't even done correctly or there is a much better way to do it, but if this helps you, that is awesome!