I use the following function to append physicsbodies on tiles from a SKTileMapNode:
static func addPhysicsBody(to tileMap: SKTileMapNode, and tileInfo: String){
let tileSize = tileMap.tileSize
let halfWidth = CGFloat(tileMap.numberOfColumns) / 2 * tileSize.width
let halfHeight = CGFloat(tileMap.numberOfRows) / 2 * tileSize.height
for row in 0..<tileMap.numberOfColumns{
for column in 0..<tileMap.numberOfRows{
let tileDefinition = tileMap.tileDefinition(atColumn: column, row: row)
let isCorrectTile = tileDefinition?.userData?[tileInfo] as? Bool
if isCorrectTile ?? false && tileInfo == "wall"{
let x = CGFloat(column) * tileSize.width - halfWidth
let y = CGFloat(row) * tileSize.height - halfHeight
let tileNode = SKNode()
tileNode.position = CGPoint(x: x, y: y)
tileNode.physicsBody = SKPhysicsBody.init(rectangleOf: tileSize, center: CGPoint(x: tileSize.width / 2, y: tileSize.height / 2))
tileNode.physicsBody!.isDynamic = false
tileNode.physicsBody!.restitution = 0.0
tileNode.physicsBody!.categoryBitMask = Constants.PhysicsCategories.wall
tileNode.physicsBody!.collisionBitMask = Constants.PhysicsCategories.player | Constants.PhysicsCategories.npc | Constants.PhysicsCategories.enemy
nodesForGraph.append(tileNode)
tileMap.addChild(tileNode)
}
}
}
}
However if I use this, I have a physicsbody per tile. I want to connect physicsbodies to bigger ones to get a better performance. I know that this can be with init(bodies: [SKPhysicsBody])
. But how can I do that?
How can I find out which body is next to another body to group them?
The physicsbodies in the tileMap aren't all next to each other. Some are big blocks of physicsbodies, some are single physicsbodies with no bodies next to them. So I can't simply put every physicsbody in an array and group them.
Here's an image that shows how it looks like at the moment.
I hope the explanation is clear enough. If not, I will try to explain it better.
Has anyone done this before and can point me in the right direction? I would appreciate any help.
EDIT: Before I tried this:
static var bodies = [SKPhysicsBody]()
static func addPhysicsBody(to tileMap: SKTileMapNode, and tileInfo: String){
let tileSize = tileMap.tileSize
let halfWidth = CGFloat(tileMap.numberOfColumns) / 2 * tileSize.width
let halfHeight = CGFloat(tileMap.numberOfRows) / 2 * tileSize.height
for column in 0..<tileMap.numberOfColumns{
for row in 0..<tileMap.numberOfRows{
let tileDefinition = tileMap.tileDefinition(atColumn: column, row: row)
let isCorrectTile = tileDefinition?.userData?[tileInfo] as? Bool
if isCorrectTile ?? false && tileInfo == "wall"{
let x = CGFloat(column) * tileSize.width - halfWidth
let y = CGFloat(row) * tileSize.height - halfHeight
let tileNode = SKNode()
tileNode.position = CGPoint(x: x, y: y)
tileNode.physicsBody = SKPhysicsBody.init(rectangleOf: tileSize, center: CGPoint(x: tileSize.width / 2, y: tileSize.height / 2))
tileNode.physicsBody!.isDynamic = false
tileNode.physicsBody!.restitution = 0.0
tileNode.physicsBody!.categoryBitMask = Constants.PhysicsCategories.wall
tileNode.physicsBody!.collisionBitMask = Constants.PhysicsCategories.player | Constants.PhysicsCategories.npc | Constants.PhysicsCategories.enemy
//nodesForGraph.append(tileNode)
bodies.append(tileNode.physicsBody!)
tileMap.addChild(tileNode)
}
}
}
tileMap.physicsBody = SKPhysicsBody(bodies: bodies)
}
But when I do this, the physicsbodies are totally messed up..
I recommend applying a line sweep algorithm to merge the tiles together.
You can do this in four steps;
Iterate through the position of the tiles in your SKTileMap.
Find the tiles that are adjacent to one another.
For each group of adjacent tiles, collect:
Draw a square, and move on to the next group of tiles until you run out of tile coordinates.
The first step: creating an array containing all of your position nodes.
func tilephysics() {
let tilesize = tileMap.tileSize
let halfwidth = CGFloat(tileMap.numberOfColumns) / 2.0 * tilesize.width
let halfheight = CGFloat(tileMap.numberOfRows) / 2.0 * tilesize.height
for col in 0 ..< tileMap.numberOfColumns {
for row in 0 ..< tileMap.numberOfRows {
if (tileMap.tileDefinition(atColumn: col, row: row)?.userData?.value(forKey: "ground") != nil) {
let tileDef = tileMap.tileDefinition(atColumn: col, row: row)!
let tile = SKSpriteNode()
let x = round(CGFloat(col) * tilesize.width - halfwidth + (tilesize.width / 2))
let y = round(CGFloat(row) * tilesize.height - halfheight + (tilesize.height / 2))
tile.position = CGPoint(x: x, y: y)
tile.size = CGSize(width: tileDef.size.width, height: tileDef.size.height)
tileArray.append(tile)
tilePositionArray.append(tile.position)
}
}
}
algorithm()
}
The second and third step: finding adjacent tiles, collecting the two corner coordinates, and adding them to an array:
var dir = [String]()
var pLoc = [CGPoint]()
var adT = [CGPoint]()
func algorithm(){
let width = tileMap.tileSize.width
let height = tileMap.tileSize.height
let rWidth = 0.5 * width
let rHeight = 0.5 * height
var ti:Int = 0
var ti2:Int = 0
var id:Int = 0
var dl:CGPoint = CGPoint(x: 0, y: 0)
var tLE = [CGPoint]()
var tRE = [CGPoint]()
for t in tilePositionArray {
if (ti-1 < 0) || (tilePositionArray[ti-1].y != tilePositionArray[ti].y - height) {
dl = CGPoint(x: t.x - rWidth, y: t.y - rHeight)
}
if (ti+1 > tilePositionArray.count-1) {
tLE.append(dl)
tRE.append(CGPoint(x: t.x + rWidth, y: t.y + rHeight))
} else if (tilePositionArray[ti+1].y != tilePositionArray[ti].y + height) {
if let _ = tRE.first(where: {
if $0 == CGPoint(x: t.x + rWidth - width, y: t.y + rHeight) {id = tRE.index(of: $0)!}
return $0 == CGPoint(x: t.x + rWidth - width, y: t.y + rHeight)}) {
if tLE[id].y == dl.y {
tRE[id] = CGPoint(x: t.x + rWidth, y: t.y + rHeight)
} else {
tLE.append(dl)
tRE.append(CGPoint(x: t.x + rWidth, y: t.y + rHeight))
}
} else {
tLE.append(dl)
tRE.append(CGPoint(x: t.x + rWidth, y: t.y + rHeight))
}
}
ti+=1
}
The fourth step: drawing a rectangle and moving on to the next shape:
for t in tLE {
let size = CGSize(width: abs(t.x - tRE[ti2].x), height: abs(t.y - tRE[ti2].y))
let loadnode = SKNode()
loadnode.physicsBody = SKPhysicsBody(rectangleOf: size)
loadnode.physicsBody?.isDynamic = false
loadnode.physicsBody?.affectedByGravity = false
loadnode.physicsBody?.restitution = 0
loadnode.physicsBody?.categoryBitMask = 2
loadnode.position.x = t.x + size.width / 2
loadnode.position.y = t.y + size.height / 2
scene.addChild(loadnode)
ti2 += 1
}
}
Apply these steps correctly, and you should see that your tiles are merged together in large squares; like so:
Screenshot without visuals for comparison
Screenshot without visuals showing the physicsbodies
I had a lot of fun solving this problem. If I have helped you, let me know. I only recently started coding and am looking for new challenges. Please reach out to me if you have challenges or projects I could possibly contribute to.