This package offers the capability to turn Tiled maps into SKTileMapNode and related objects. It also offers additional functionality like pathfinding on the tilemap.
All sources are written in Swift.
For running examples using MSKTiled
, please refer to the demo project MSKTiledDemo.
For illustrative purposes, this is an example map created in Tiled:
Using MSKTiled
, this can be rendered in SpriteKit to this:
Note: For an easy overview, it is advised to checkout the demo project MSKTiledDemo as mentioned above.
MSKTiled
is a library to parse and render Tiled tilemaps. As such, you will need Tiled
to create your tilemaps. MSKTiled
currently supports Orthogonal
maps in CSV
format.
There is no technical limitation on the tilemap size that can be rendered. Maps with for example layers of 200x200 tiles render smoothly, and each layer is condensed to a single node by using SKTileMapNode
.
As a result, instead of drawing 40.000 individual nodes, by using SKTileMapNode
you will see the amount of nodes that will be drawn is equal to the amount of layers in your tilemap. As such, SKTileMapNode
is a very efficient mean to draw large tilemaps.
MSKTiled
incorporates internally SKCameraNode
and a pinch gesture recognizer. You can pinch to zoom and swipe to move the camera, and the camera is automatically bound to the scene bounds.
MSKtiled
offers tiled based pathfinding. However, the regular A* pathfinding that is used internally from GKGridGraph
can become slow when searching for paths in large graphs. This will typically become noticable if you try to do pathfinding for many entities at the same time.
In such cases, it might be more efficient to resort to GKObstacleGraph
or GKMeshGraph
. Pathfinding using these graphtypes does not come out of the box in this library, but it is easy to setup and explained subsequently.
With MSKTiled we need to create an SKScene
instance programatically that inherits from MSKTiledMapScene
(make sure to import MSKTiled
):
import MSKTiled
class GameScene: MSKTiledMapScene {
// stuff
}
We need to know the size of the scene we like to render, so from your GameViewController
you can do something like this:
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
guard let skView = self.view as? SKView else {
fatalError("SKView could not be referenced")
}
let scene: SKScene = GameScene(size: skView.bounds.size)
scene.scaleMode = .resizeFill
skView.presentScene(scene)
}
}
This way, we have access to view's size, and are able to pass it along to our MSKTiledMapScene
instances.
Once you have setup your tilemap in Tiled
it should look like this:
Pay attention to using CSV
for encoding the map, and using orthogonal
for orientation. Other orientations are not supported so far.
For each layer present in the map, MSKTiled
will create a SKTileMapNode
. We need to instruct MSKTiled
what zPosition
should be used per layer. This information can be provided using a dictionary:
let zPositionPerNamedLayer = [
"base": 1,
"obstacles": 2 // obstacles render above the base
]
The key responds to the name of the layer in Tiled
, and the value to the zPosition
the layer will be rendered at. If the layer is not found in the dictionary, the layer will be rendered on zPosition
0, which will most likely make it invisible.
Moreover, we need to inject the minimumCameraScale
. This will instruct MSKTiled
how far you enable the user to zoom in to the map, a lower value corresponds with an increase in zoom allowance.
The complete initialiser will now look like this:
super.init(size: size,
tiledMapName: "exampleTiled",
minimumCameraScale: 0.12,
maximumCameraScale: nil,
zPositionPerNamedLayer: zPositionPerNamedLayer)
The maximumCameraScale
can be used to instruct how far a user is allowed to zoom out from the map. The larger the value, the smaller the map will become. It is not allowed to inject the maximumCameraScale
being larger than possible (which would mean the map would be rendered smaller than the scene's size). In this case, the initializer throws a fatalError
.
Finally, we need to add our tilemap (.tmx
) to the app as well as the tilesheets (.png
) we use:
Now hit run, and your map should appear.
For each layer as defined in Tiled
MSKTiled
creates an SKTileMapNode. These layers can be accessed directly by using:
if let layer = getLayer(name: "obstacles") {
// layer is a regular SKTileMapNode which you can manipulate as desired
}
Inside Tiled
you can set custom properties. MSKTiled
support custom properties on tiles, objects and object layers.
To get the custom properties set on an object layer or its contained objects for example, one can use:
tiledObjectGroups?.forEach({ group in // tiledObjectGroups represent the object layers defined in Tiled as `[MSKTiledObjectGroup]`
group.properties // get the layer's custom properties
group.objects?.forEach({ object in // each object inside an object layer in Tiled is stored to the `MSKTiledObjectGroup` as an `[MSKTiledObject]`
object.properties // get the object's custom properties
})
})
To get the custom properties set for a specific tile contained in a layer, you can use:
if let obstacleLayer = getLayer(name: "obstacles") {
let tileDefinition = obstacleLayer.tileDefinition(atColumn: 0, row: 0) // get the SKTileDefinition
tileDefinition?.userData? // properties from Tiled are stored in the tileDefinition's userData
}
You can use pathfinding built-in to MSKTiled
. In order to do this, you need to define a path graph.
For example, your Tiled
map can have a layer which holds all the obstacle tiles.
By updating the pathgraph using the specified layer, MSKTiled
will inspect that layer and add an obstacle for each tile that is present in the layer:
if let obstacleLayer = getLayer(name: "obstacles") {
updatePathGraphUsing(layer: obstacleLayer, diagonalsAllowed: true)
}
Now, if you aim to find a path between a startTile
and an endTile
, you can do as follows:
// convert scene coordinates to valid tiles
guard let startTile = getTileFromPositionInScene(position: startTilePosition),
let endTile = getTileFromPositionInScene(position: endTilePosition) else {
return
}
// assert the tiles are valid
// this built-in method checks that the tile is inside the scene bounds and is not an obstacle
if !isValidPathTile(tile: startTile) || !isValidPathTile(tile: endTile) {
return
}
if let path = getPath(fromTile: firstTile, toTile: tile) {
// your path in MSKTiledTile objects is available
}
- iOS 10.3+
- Xcode 10.1+
- Swift 5+
The Swift Package Manager is a tool for automating the distribution of Swift code and is integrated into the swift
compiler.
Once you have your Swift package set up, adding MoreSpriteKit as a dependency is as easy as adding it to the dependencies
value of your Package.swift
.
dependencies: [
.package(url: "https://github.com/sanderfrenken/MoreSpriteKit", .upToNextMajor(from: "1.0.0"))
]
If you prefer not to use any of the aforementioned dependency managers, you can integrate the desired sources in your project manually, by adding the corresponding Swift files to your project.
We use Swiftlint from Realm to lint our code.
More info can be found on SwiftLint.
Details about the specific settings for this project can be found in the .swiftlint.yml
file.
- If you think that something is missing or would like to propose new feature, please create an issue.
- Please feel free to ⭐️ the project. This gives confidence that you like it which stimulates further development and support 🤩
- Looking for more SpriteKit extensions? Check out MoreSpriteKit
The following games are using MSKTiled:
-
Do you use
MSKTiled
in any of your applications? Please extend this list by making a PR!