以编程方式创建 SpriteKit SKTileMap 的正确方法是什么? [英] What is the proper way to programmatically create a SpriteKit SKTileMap?

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问题描述

我正在为我正在开发的 iOS 游戏创建平铺地图.该地图是一个岛屿的俯视图.大多数瓷砖是水,但有些是土地.水瓦被重复使用来创造水,但没有一个土地瓦被使用超过一次,因为所有土地瓦都是独一无二的.我查看了 SKTileDefinition、SKTileGroup、SKTileGroupRule、SKTileSet 和 SKTileMap 的文档,这就是我想出的:

I am creating a tile map for an iOS game I am working on. The map is a top down view of an island. Most of the tiles are water, but some are land. The water tile is reused to create the water, but none of the land tiles are used more than once, because all of the land tiles are unique. I have looked through the docs for SKTileDefinition, SKTileGroup, SKTileGroupRule, SKTileSet, and SKTileMap, and this is what I came up with:

func createTileMap() {
    let waterTile = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-1"))
    let waterTileGroup = SKTileGroup(tileDefinition: waterTile)

    let landTile64 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-64"))
    let landTile63 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-63"))
    let landTile56 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-56"))
    let landTile55 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-55"))
    let landTile54 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-54"))
    let landTile53 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-53"))
    let landTile48 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-48"))
    let landTile47 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-47"))
    let landTile46 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-46"))
    let landTile45 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-45"))
    let landTile44 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-44"))
    let landTile43 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-43"))
    let landTile40 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-40"))
    let landTile39 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-39"))
    let landTile37 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-37"))
    let landTile36 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-36"))
    let landTile35 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-35"))
    let landTile34 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-34"))
    let landTile31 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-31"))
    let landTile30 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-30"))
    let landTile27 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-27"))
    let landTile26 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-26"))
    let landTile25 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-25"))
    let landTile23 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-23"))
    let landTile22 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-22"))
    let landTile21 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-21"))
    let landTile20 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-20"))
    let landTile18 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-18"))
    let landTile17 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-17"))
    let landTile13 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-13"))
    let landTile12 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-12"))
    let landTile11 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-11"))
    let landTile3 = SKTileDefinition(texture: SKTexture(imageNamed: "map-tile-3"))

    let landTileGroupRule = SKTileGroupRule(adjacency: .adjacencyAll, tileDefinitions: [landTile64, landTile63, landTile56, landTile55, landTile54, landTile53, landTile48, landTile47, landTile46, landTile45, landTile44, landTile43, landTile40, landTile39, landTile37, landTile36, landTile35, landTile34, landTile31, landTile30, landTile27, landTile26, landTile25, landTile23, landTile22, landTile21, landTile20, landTile18, landTile17, landTile13, landTile12, landTile11, landTile3])

    let landTileGroup = SKTileGroup(rules: [landTileGroupRule])

    let tileSet = SKTileSet(tileGroups: [waterTileGroup, landTileGroup], tileSetType: .grid)

    tileMap = SKTileMapNode(tileSet: tileSet, columns: 8, rows: 8, tileSize: waterTile.size)
    tileMap.fill(with: waterTileGroup)

    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile64, forColumn: 7, row: 0)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile63, forColumn: 6, row: 0)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile56, forColumn: 7, row: 1)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile55, forColumn: 6, row: 1)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile54, forColumn: 5, row: 1)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile53, forColumn: 4, row: 1)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile48, forColumn: 7, row: 2)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile47, forColumn: 6, row: 2)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile46, forColumn: 5, row: 2)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile45, forColumn: 4, row: 2)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile44, forColumn: 3, row: 2)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile43, forColumn: 2, row: 2)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile40, forColumn: 7, row: 3)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile39, forColumn: 6, row: 3)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile37, forColumn: 4, row: 3)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile36, forColumn: 3, row: 3)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile35, forColumn: 2, row: 3)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile34, forColumn: 1, row: 3)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile31, forColumn: 6, row: 4)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile30, forColumn: 5, row: 4)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile27, forColumn: 2, row: 4)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile26, forColumn: 1, row: 4)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile25, forColumn: 0, row: 4)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile23, forColumn: 6, row: 5)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile22, forColumn: 5, row: 5)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile21, forColumn: 4, row: 5)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile20, forColumn: 3, row: 5)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile18, forColumn: 1, row: 5)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile17, forColumn: 0, row: 5)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile13, forColumn: 4, row: 6)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile12, forColumn: 3, row: 6)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile11, forColumn: 2, row: 6)
    tileMap.setTileGroup(landTileGroup, andTileDefinition: landTile3, forColumn: 2, row: 7)

    self.addChild(tileMap)
}

现在,这是相当粗略的代码,但我不确定从这里可以去哪里.我正在加载每个土地板块,然后明确告诉它应该进入哪一列和哪一行.任何没有明确布局的板块都是水板块.我想避免为此使用任何 Xcode 的 GUI 工具,并完全以编程方式创建地图.这段代码有效,并且提高了性能(我最初只是在整个地图图像上滚动,而不是使用图块),它非常丑陋并且尖叫必须有更简洁的方法来做到这一点!".我在这里错过了什么?

Now, this is pretty gross code, but I am not sure where I can go from here. I am loading each land tile, and then explicitly telling it which column and row it should go in. Any tiles that are not explicitly laid out are water tiles. I would like to avoid using any of Xcode's GUI tools for this, and create the map entirely programmatically. This code works, and it improved performance (I was initially just scrolling over the entire map image, not using tiles), it's just very ugly and screams "There must be a more concise way of doing this!". What am I missing here?

推荐答案

一种方法是在文本文件中定义地图布局,其中包含指定在特定位置放置哪个图块的列和行.然后可以为每个游戏级别指定不同的地图,同时仍然使用相同的场景.此示例假设只有一个 SKTileSet 并且不需要填充背景.

One approach is to define the map layout in a text file with columns and rows that specify which tile to place at specific locations. Then it will be possible to specify a different map for each game level, while still using the same scene. This example assumes there is only one SKTileSet and flood filling the background is not required.

// Level1.txt
01 01 01 01 01 01 63 64
01 01 01 01 53 54 55 56
01 01 43 44 45 46 47 48
01 34 35 36 37 01 39 40
25 26 27 01 01 30 31 01
17 18 01 20 21 22 23 01
01 01 11 12 13 01 01 01
01 01 03 01 01 01 01 01

遍历每一列和每一行,检索指定的图块并调用setTileGroup.

Iterate over each column and row, retrieve the specified tile and call setTileGroup.

let path = Bundle.main.path(forResource: "Level1.txt", ofType: nil)
do {
    let fileContents = try String(contentsOfFile:path!, encoding: String.Encoding.utf8)
    let lines = fileContents.components(separatedBy: "
")

    for row in 0..<lines.count {
        let items = lines[row].components(separatedBy: " ")

        for column in 0..<items.count {
            let tile = tileMap.tileSet.tileGroups.first(where: {$0.name == "map-tile-" + items[column]})
            tileMap.setTileGroup(tile, forColumn: column, row: row)
        }
    }
} catch {
    print("Error loading map")
}

这消除了您示例中的第二个代码块.如果您想在使用 Xcode GUI 工具方面有所妥协,则可以通过将 SKTileGroup 创建为 sks 文件来消除第一段代码.

This eliminates the second block of code in your example. If you want to compromise a bit on using Xcode GUI Tools, then the first block of code could be eliminated by creating the SKTileGroup as an sks file.

我建议在使用 SKTileMapNode 时使用 GUI 工具,因为它们提供了很多功能.

I would recommend using the GUI Tools when working with SKTileMapNode though, since they provide a lot of functionality.

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