TilemapNode | A tile map node for SpriteKit written in Swift | iOS library
kandi X-RAY | TilemapNode Summary
kandi X-RAY | TilemapNode Summary
A tile map node for SpriteKit written in Swift. Using a custom shader, this SpriteKit node will render an almost arbitrarily large tilemap using a single quad and a single draw call. Each tile in the map can have an indepdenent tint color, background color, and alpha value.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of TilemapNode
TilemapNode Key Features
TilemapNode Examples and Code Snippets
Community Discussions
Trending Discussions on TilemapNode
QUESTION
this is the function I call from didMoveToScene to add the player, my scene is anchored at 0.5, 0.5. The tileMapNode is positioned at 0, -800 to center it in the scene and it is anchored at 0.5, 0.5 also. no matter where I position the player, it is still dead center of the phone. What am I doing wrong.
...ANSWER
Answered 2018-Nov-15 at 02:39If I am following your code correctly the issue could be that you are centering the camera on your player in your update loop.
If you want him to be at the bottom of the screen you will want to offset this position not set it directly on your player's position otherwise he will always be in the center no matter where you move him.
QUESTION
lets say you were making a game and this game has procedurally generated terrain from a seed that the user inputted in his world-creation menu
and this seed generates a set of values that only change if the seed changes
for instance lets say you want to get a random set of integers to generate in a for-loop and pull randomly from an array the set of integers stay the same every time and pull the same items from the array in the exact same order every time you run the for-loop until you change the seed
how would one achieve this in swift
in my code here i can get the terrain to spawn in but it does not generate the same every time which is what i am trying to get it to do
...ANSWER
Answered 2017-Oct-18 at 13:25If you want to generate a random value based on a specific seed use: srand48
and drand48
:
srand allow you to specify the seed:
QUESTION
I'm experiencing some lag for the first time in developing a platformer game for iOS. I'm relatively new to development, so I'm assuming I'm already making mistakes that can slow my game down.
I just have a few questions that I'm confused about.
I'm building a platformer so I will have nodes outside the scenes camera view at times. Should I be looping through all nodes and removing them from the scene if not? Would this help with performance, or does SpriteKit automatically do this with the skcameranode?
I'm wanting to build sort of like an open world kind of feel, so some levels could be large. I have a lot of 128x128 tiles that I use with tilemapnodes for the foreground. The stuff like the ground, dirt, platforms, etc that the player will interact with. I also have 5 layers of parallax'ed backgrounds that are 512x512 tiles, each with their own tilemapnode. My question is about these huge levels. Should I be breaking up these tilemapnodes into sections? Would this help you performance?
Last question, So the 128x128 tiles are really 256x256. I just scaled down the tilemapnode. I created a huge tilemapnode for the foreground and made the ground and floor and a few hills with this one map node. When I would move the player to an area that was dense with nodes, it would lag down to 45-55 fps. when away from this dense area, it would go back to 60 fps; leads me to believe that SpriteKit handles the question 1 thing. Anyways, rather than creating the images in 256x256 and scaling down when needed, will it help performance creating separate images in different sizes rather than using the scaling option? (I am using the 1,2,3x images for every image, if that matters)
Thanks for any help.
...ANSWER
Answered 2017-Jun-10 at 06:00Here are some general tips for performance, as mentioned in the comments:
Apple discusses performance: https://youtu.be/ZIWVj6LMuSw?t=19m6s
Programming guide section: best practices, page 107: http://upyun.cocimg.com/cocoachina/SpriteKit_PG.pdf
.#3 and #4: (overload your methods to see which one is taking longest): https://code.tutsplus.com/tutorials/spritekit-from-scratch-advanced-techniques-and-optimizations--cms-26470
Find out your draw() calls:
SKView().showsDrawCount = true
Use proper texture sizes
- Manage offscreen nodes to a degree
- Try splitting up your tilemaps
- Use Xcode's built in tools to see memory usage, GPU, and CPU (to know which to scale back)
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install TilemapNode
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page