TilemapNode | A tile map node for SpriteKit written in Swift | iOS library

 by   BigZaphod Swift Version: Current License: MIT

kandi X-RAY | TilemapNode Summary

kandi X-RAY | TilemapNode Summary

TilemapNode is a Swift library typically used in Mobile, iOS applications. TilemapNode has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

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.
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            kandi-support Support

              TilemapNode has a low active ecosystem.
              It has 22 star(s) with 1 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              TilemapNode has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of TilemapNode is current.

            kandi-Quality Quality

              TilemapNode has 0 bugs and 0 code smells.

            kandi-Security Security

              TilemapNode has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              TilemapNode code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              TilemapNode is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              TilemapNode releases are not available. You will need to build from source code and install.

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            TilemapNode Key Features

            No Key Features are available at this moment for TilemapNode.

            TilemapNode Examples and Code Snippets

            No Code Snippets are available at this moment for TilemapNode.

            Community Discussions

            QUESTION

            I'm trying to position my sprite at the bottom center of the phone
            Asked 2018-Nov-15 at 02:39

            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 02:39

            If 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.

            Source https://stackoverflow.com/questions/53272928

            QUESTION

            Generate random values based on a seed Swift 3
            Asked 2017-Oct-18 at 13:25

            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 13:25

            If you want to generate a random value based on a specific seed use: srand48 and drand48:

            srand allow you to specify the seed:

            Source https://stackoverflow.com/questions/46807118

            QUESTION

            Troubles with performance issues in SpriteKit platformer game
            Asked 2017-Jun-10 at 06:00

            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.

            1. 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?

            2. 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?

            3. 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 06:00

            Here are some general tips for performance, as mentioned in the comments:

            Source https://stackoverflow.com/questions/44469694

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install TilemapNode

            You can download it from GitHub.

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            gh repo clone BigZaphod/TilemapNode

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            git@github.com:BigZaphod/TilemapNode.git

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