Setting Up Your Scenes
Using Tiled assets in your projects is very straightforward with SKTiled. There are several tools included that allow you to easily access and customize content for your game.
Tiled Content in SpriteKit
Getting Tiled content into SpriteKit is a breeze!
Simply setup your view controller and scene as you would normally, and add a tilemap to your scene via the SKScene.load(tmxFile:)
method (included as an extension):
let scene = SKScene(size: skView.bounds.size)
scene.scaleMode = .aspectFill
skView.presentScene(scene)
if let tilemap = scene.load(tmxFile: "map1") {
scene.addChild(tilemap)
}
TilemapDelegate Protocol
The TilemapDelegate
protocol is provided to allow you to easily access (and modify) your content even as it is being created. As the protocol methods are all optional, you only have to implement the controls you need. It is recommended that your SpriteKit scenes conform to this protocol.
extension SKScene: TilemapDelegate {}
In addition to the optional callback methods, the protocol allows you to substitute your own classes for the default tile, vector and pathfinding objects.
@objc public protocol TilemapDelegate: TiledEventHandler {
/// Determines the z-position difference between layers.
@objc optional var zDeltaForLayers: CGFloat { get }
/// Called when the tilemap is instantiated.
///
/// - Parameter tilemap: tilemap instance.
@objc optional func didBeginParsing(_ tilemap: SKTilemap)
/// Called when a tileset is added to a map.
///
/// - Parameter tileset: tileset instance.
@objc optional func didAddTileset(_ tileset: SKTileset)
/// Called when a layer is added to a tilemap.
///
/// - Parameter layer: tilemap instance.
@objc optional func didAddLayer(_ layer: SKTiledLayerObject)
/// Called when the tilemap is finished parsing.
///
/// - Parameter tilemap: tilemap instance.
@objc optional func didReadMap(_ tilemap: SKTilemap)
/// Called when the tilemap layers are finished rendering.
///
/// - Parameter tilemap: tilemap instance.
@objc optional func didRenderMap(_ tilemap: SKTilemap)
/// Called when the a navigation graph is built for a layer.
///
/// - Parameter graph: `GKGridGraph<GKGridGraphNode>` graph node instance.
@objc optional func didAddNavigationGraph(_ graph: GKGridGraph<GKGridGraphNode>)
/// Specify a custom tile object for use in tile layers.
///
/// - Parameter named: optional class name.
/// - Returns: tile object type.
@objc optional func objectForTileType(named: String?) -> SKTile.Type
/// Specify a custom object for use in object groups.
///
/// - Parameter named: optional class name
/// - Returns: vector object type.
@objc optional func objectForVectorType(named: String?) -> SKTileObject.Type
/// Specify a custom graph node object for use in navigation graphs.
///
/// - Parameter named: optional class name.
/// - Returns: pathfinding graph node type.
@objc optional func objectForGraphType(named: String?) -> GKGridGraphNode.Type
/// Called whem a tile is about to be built in a layer.
///
/// - Parameters:
/// - globalID: tile global id.
/// - coord: tile coordinate.
/// - in: layer name.
/// - Returns: tile global id.
@objc optional func willAddTile(globalID: UInt32, coord: simd_int2, in: String?) -> UInt32
/// Called whem a tile was built in a layer.
///
/// - Parameters:
/// - tile: tile instance.
/// - coord: tile coordinate.
/// - in: layer name.
@objc optional func didAddTile(_ tile: SKTile, coord: simd_int2, in: String?)
/// Provides custom attributes for objects of a certain *Tiled type*.
///
/// - Parameters:
/// - type: type value.
/// - named: optional node name.
/// - Returns: custom attributes dictionary.
@objc optional func attributesForNodes(ofType: String?, named: String?, globalIDs: [UInt32]) -> [String : String]?
}
For instance, if you wanted to create a cache for certain types of tiles, you could implement the TilemapDelegate.didAddTile
method:
class GameScene: SKScene {
func didAddTile(_ tile: SKTile, coord: simd_int2, in: String?) {
if (tile.globalId == 12) {
tile
}
}
}
As the methods are optional, you can choose to implement as few or as many methods as you need.
Scene Setup
Setting up scenes is straightforward. Tile maps should be loaded during the SKScene.didMove(to:)
method, and updated during the SKScene.update(_:)
method (if you choose to render your maps with SpriteKit actions, you can forgo adding the SKTilemap
node to the scene’s update method).
A basic scene setup could be as simple as:
class GameScene: SKScene {
var tilemap: SKTilemap?
override func didMove(to view: SKView) {
// load a named map
if let tilemap = SKTilemap.load(tmxFile: "myTiledFile") {
addChild(tilemap)
// center the tilemap in the scene
tilemap.position.x = (view.bounds.size.width / 2.0)
tilemap.position.y = (view.bounds.size.height / 2.0)
self.tilemap = tilemap
}
}
override func update(_ currentTime: TimeInterval) {
// update tilemap
self.tilemap?.update(currentTime)
}
}
If you choose to implement the TilemapDelegate
protocol, you can utilize as many of the optional callback methods as you see fit. You’ll need to specify the tilemap’s delegate at creation:
class GameScene: SKScene, TilemapDelegate {
var tilemap: SKTilemap?
override func didMove(to view: SKView) {
if let tilemap = SKTilemap.load(fromFile: "myTiledFile", delegate: self) {
// add the tilemap to the scene
addChild(tilemap)
// center the tilemap in the scene
tilemap.position.x = (view.bounds.size.width / 2.0)
tilemap.position.y = (view.bounds.size.height / 2.0)
self.tilemap = tilemap
}
}
func didRenderMap(_ tilemap: SKTilemap) {
// finish setting up map here
if let obstaclesLayer = tilemap.objectGroup(named: "Obstacles") {
obstaclesLayer.isHidden = true
obstaclesLayer.setupPhysics()
}
}
override func update(_ currentTime: TimeInterval) {
// update tilemap
self.tilemap?.update(currentTime)
}
}
Custom Tile Objects
It is possible to use your own custom tile sprite objects in your projects. Subclass the built-in SKTile
object and make it available in your scenes allows you to use different tile type for different scenes.
class MainMenuScene: SKScene, TilemapDelegate {
/// use a custom tile type for the main menu
func objectForTile(named: String?) -> SKTile.Type {
return MenuButtonTile.self
}
}
See the Extending section for more details.
TilesetDataSource Protocol
The TilesetDataSource
protocol is new as of SKTiled 1.20. Objects conforming to this protocol can specify alternate attributes for a tileset as it is being parsed. For example, you can change the spritesheet image name of a tileset before the source file is loaded:
extension SceneManager: TilesetDataSource {
func willAddSpriteSheet(to tileset: SKTileset, fileNamed: String) -> String {
if let spritesheetForGameResolution = tileset.properties[gameResolution.rawValue] {
return spritesheetForGameResolution
}
return fileNamed
}
}
You’ll need to make certain that the image you substitute has the same dimensions & layout as the image you are swapping it out for; the tileset will still retain the size and tile count properties defined in Tiled.
TiledSceneDelegate Protocol
The included demo scene conforms to the TiledSceneDelegate
protocol. This protocol outlines a standard SpriteKit game scene implementation with a camera that can interact with your tilemap. The included SKTiledScene
class conforms to this protocol and can serve as a template, though you are free to implement your own setups.
public protocol TiledSceneDelegate: class {
/// Root container node. Tiled assets are parented to this node.
var worldNode: SKNode! { get set }
/// Custom scene camera.
var cameraNode: SKTiledSceneCamera? { get set }
/// Tile map node.
var tilemap: SKTilemap? { get set }
/// Load a tilemap from disk, with optional tilesets.
func load(tmxFile: String, inDirectory: String?,
withTilesets tilesets: [SKTileset],
ignoreProperties: Bool,
loggingLevel: LoggingLevel) -> SKTilemap?
}
The tilemap is parented to a world container node, which interacts with the included SKTiledSceneCamera
object and allows you to easily navigate the scene with mouse & touch events, as well as exchanging data with the scene and tilemaps. The world node is set to 0,0 in the scene by default.
Calling the class method SKTilemap.load(tmxFile:)
will initialize a parser to read the file name given.
To see the SKTiledScene
in action, compile one of the demo targets and look at the SKTiledDemoScene
class.
Tiled Scene Camera
The SKTiledSceneCamera
node is a custom SpriteKit camera that interacts with the your scene and any loaded tilemaps. To allow other objects to be notified of camera changes, you need to conform them to the TiledSceneCameraDelegate
protocol. With this, you will want to implement the following methods:
// all platforms
func cameraPositionChanged(newPosition: CGPoint)
func cameraZoomChanged(newZoom: CGFloat)
func cameraBoundsChanged(bounds: CGRect, position: CGPoint, zoom: CGFloat)
// iOS only
func sceneDoubleTapped(location: CGPoint)
// macOS only
func sceneClicked(event: NSEvent)
func sceneRightClicked(event: NSEvent)
func sceneDoubleClicked(event: NSEvent)
func mousePositionChanged(event: NSEvent)
The methods are all optional, so only create methods for the functions you need. For macOS games, be sure to set the NSWindow.acceptsMouseEvents
property to true
.
Adding Delegates
To add your objects as camera delegates, implement the delegate methods you need and add them to the camera’s delegates property:
extension Marker: TiledSceneCameraDelegate {
func cameraZoomChanged(newZoom: CGFloat) {
if (newZoom <= minZoom) {
self.redraw(zoom: minZoom)
}
}
}
// create a new object & add it to the camera delegates
let marker = Marker()
// enable camera notifications
marker.receiveCameraUpdates = true
cameraNode.addDelegate(marker)
Loading External Content
The demo project allows you to load and test your own Tiled content (macOS only). Simply compile the macOS demo target and select Load tile map from the File menu.
Next: Working with Maps - Index
[skscene-load-url]: