Detecting collisions is actually not that hard. The problem is how you resolve the collisions. Just stopping the movement will most likely get the player stuck in the wall. If you are using libgdx you could save the time on implementing something yourself and use box2d to do the heavy lifting for you. A friend has started using it for his 2d oldschool rpg (something like the first zelda games) and it works quite well. Cool part is that you can use an object layer in tiled and simply draw the collision boxes with rectangles / polygons and import them into box2d. I have done this once by hand, but since then I learned that libgdx has a class to do exactly that.
If you just want to make a simple collision detection, you could use two Rectangle (com.badlogic.gdx.math) instances. Use a loop to cycle through each neighbour tile and check if the entity intersects with it. If the checked neighbour is a wall, assign size and position of the entity (player) you want to check to the first rectangle, and the same for the wall to the second rentangle. Then you can call rect1.intersects(rect2) to check, if they overlap. Just store the walls that have intersected for later resolution.
To resolve this, you can loop through the walls that have intersected and move the player one pixel away from the walls. Do this until the player isn’t stuck anymore.
This is a very basic method of doing it and only will work, if the walls are full tiles and the entity (collision box) is smaller than a tile. I’d still recommend using box2d though 
As for your problem, usually you need the tile size and the x and y position in the layer to calculate the pixel based position. I modified your code to show how to get the x and y positions of a tile.
float tileWidth = layer.getTileWidth();
float tileHeight = layer.getTileHeight();
for (int y = 0; y < layer.getHeight(); y++) {
for (int x = 0; x < layer.getWidth(); x++) {
Cell cell = layer.getCell(x, y);
if (cell != null) {
TiledMapTile tile = cell.getTile();
if (tile != null && tile.getProperties().containsKey("Blocked")) {
float tx = x * tileWidth;
float ty = y * tileHeight;
}
}
}
}