Can you use JSTileMap
in swift, and if so, how do you use it. If I can't use it in swift, or if it is too buggy, then is there anything else I can use for .tmx maps. note, i am using sprite kit
Tiles are often used to form wall and floor coverings, and can range from simple square tiles to complex or mosaics.
SpriteKit is a general-purpose framework for drawing shapes, particles, text, images, and video in two dimensions. It leverages Metal to achieve high-performance rendering, while offering a simple programming interface to make it easy to create games and other graphics-intensive apps.
Yes you can, I just started using it yesterday and haven't found a problem yet! Start by importing the JSTileMap files and the libz.dylib framework. Then add a bridging header with the following imports:
#import "JSTileMap.h"
#import "LFCGzipUtility.h"
Next simply go into you SKScene file and create a tileMap variable as shown below:
var tileMap = JSTileMap(named: "tileMap.tmx")
I found positioning a little bit tricky so ill add that in too.
self.anchorPoint = CGPoint(x: 0, y: 0)
self.position = CGPoint(x: 0, y: 0) //Change the scenes anchor point to the bottom left and position it correctly
let rect = tileMap.calculateAccumulatedFrame() //This is not necessarily needed but returns the CGRect actually used by the tileMap, not just the space it could take up. You may want to use it later
tileMap.position = CGPoint(x: 0, y: 0) //Position in the bottom left
addChild(tileMap) //Add to the scene
EDIT
below is the code I used to create a floor of SKSpriteNodes:
func addFloor() {
for var a = 0; a < Int(tileMap.mapSize.width); a++ { //Go through every point across the tile map
for var b = 0; b < Int(tileMap.mapSize.height); b++ { //Go through every point up the tile map
let layerInfo:TMXLayerInfo = tileMap.layers.firstObject as TMXLayerInfo //Get the first layer (you may want to pick another layer if you don't want to use the first one on the tile map)
let point = CGPoint(x: a, y: b) //Create a point with a and b
let gid = layerInfo.layer.tileGidAt(layerInfo.layer.pointForCoord(point)) //The gID is the ID of the tile. They start at 1 up the the amount of tiles in your tile set.
if gid == 2 || gid == 9 || gid == 8{ //My gIDs for the floor were 2, 9 and 8 so I checked for those values
let node = layerInfo.layer.tileAtCoord(point) //I fetched a node at that point created by JSTileMap
node.physicsBody = SKPhysicsBody(rectangleOfSize: node.frame.size) //I added a physics body
node.physicsBody?.dynamic = false
//You now have a physics body on your floor tiles! :)
}
}
}
}
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