objective-c,sprite-kit,retina,tiled,jstilemap
I got your msg. Firstly you need both the @1x and @2x versions of the tiles (sprites). So if you have an atlas named myTiles you will need: myTiles.png & [email protected] I created my sprite sheet using texture packer. I added the @2x images and then on export I had...
You need to make sure the map's assets have the same path in relation to the tmx file (map) as when you created the map.
ios,sprite-kit,tiled,jstilemap
Creating your background with Tiled is certainly going to be easier and more efficient if you are planning on having multiple levels. Currently you can only create a physics body with either a rect, circle or polygon from path. I think the easiest and most efficient way to create curves...
ios,objective-c,sprite-kit,tiles,jstilemap
There are no "triangle" tiles in any tilebased renderer. The gray area in the image simply needs to be transparent. As for collision handling, that's something you need to handle in code based on the tile GID.
ios,xcode,swift,tiled,jstilemap
I solved this this way to get the nearest tile. var layer: TMXLayer = map.layerNamed("World1") // retrieve layer from tiled map if let object = layer.tileAt(location) { // if there is a sprite(tile) at that position then set it as a var position = object.position // update position var to...
objective-c,sprite-kit,tmx,jstilemap
It seems that JSTileMap simply uses an NSDictionary to represent objects, and one of the entries in this dictionary is "polygonPoints", which is the same string as you find on that points attribute. You can see this by looking at the source code here. So that should give you an...
ios,objective-c,swift,sprite-kit,jstilemap
JSTileMap has some issues handling larger maps but you do have a couple of options to consider: Break your large map into several smaller pieces and load each new piece as required. Only load those objects which are in the player's vicinity. Only load those tiles which are in the...
It turns out I forgot to attach my nodes to the worldCamera node.