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)
}
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?
for
loops? :) – Neolatin