![]() ![]() ![]() ![]() You’ll see that you have a car that responds to touch. ![]() Touch to send the car to a particular location, or pan to have the car follow the touch. But don’t worry! You’ll change that momentarily.Īt the moment, the background is just a solid gray colour. When creating a background, you have the option of either using one large image or using smaller images called tiles. These tiles are then carefully placed one-by-one, creating a complete image. If you’re creating a golfing game, for example, you might have grass tiles and sandy bunker tiles. You might also have tiles that define the edges between the grass and the bunker. Control: Previously, each tile would be a new SKSpriteNode, and placing all those nodes could be a bit of a nightmare. Now you place one SKTileMapNode, and then paint it with tiles. It’s easy to place individual tiles and amazingly easy to paint a whole background in seconds. You can place a village on one tiled layer and grass on a lower layer. Performance: Aside from the convenience of painting tiles, performance will be improved.To change from summer to winter, just replace the lush verdant grass layer with a desolate brown layer. Flexibility: Each tile can be addressed in code.Smaller tiles can be repeated, and take up fewer resources. This means you know exactly on which tile your character is currently standing. In this tutorial, you’ll be making the background environment using grass and water tiles that have different effects on the car’s movement. You’ll also create a tiled area with ducks placed randomly for the car to rescue. There are four types of Tile Sets you can create: grid, isometric, hexagonal pointy or hexagonal flat. You choose the tile set depending on the style of your game. This a top down game, but you can also use grid tiles for a side scroller. Isometric tiles are a diamond shape as in Ravenwood Fair. This is an example of a pointy hexagon tile grid: There are two ways of placing hexagons: with the point on top or the flat side on top. Sid Meier’s Civilization moved with great visual effect from an isometric grid in Civ 4 to a hexagonal grid in Civ 5. In Rubber Duckie Rescue, you’ll first paint two simple background tile maps with grass and water, replacing the current gray background. Later, you’ll create a new tile map in code with the objects that the car needs to collect. To create a tile map, you’ll first need some tile images. Tile map art is an art form all of its own. Fortunately, there are a few free asset sites that developers can use. Managing Your Images in the Asset Catalog This is a great site with tons of tiles and other sprites available. The starter project has an asset catalog named Assets.xcassets. It includes all of the tile and sprite images you’ll need for this tutorial. The tile images are in texture atlases instead of folders. Texture atlases look and behave just like a folder. The advantage of using texture atlases is performance. When your game is rendered, SpriteKit will make a “draw call” on the GPU for each and every texture you send it. If you combine multiple images into one texture - called a texture atlas - instead of having multiple draw calls, there’s only one, which is more efficient. ![]()
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