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SKTilemapTileData.swift
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/*
SKTilemap
SKTilemapTileData.swift
Created by Thomas Linthwaite on 07/04/2016.
GitHub: https://github.com/TomLinthwaite/SKTilemap
Website (Guide): http://tomlinthwaite.com/
Wiki: https://github.com/TomLinthwaite/SKTilemap/wiki
YouTube: https://www.youtube.com/channel/UCAlJgYx9-Ub_dKD48wz6vMw
Twitter: https://twitter.com/Mr_Tomoso
-----------------------------------------------------------------------------------------------------------------------
MIT License
Copyright (c) 2016 Tom Linthwaite
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
-----------------------------------------------------------------------------------------------------------------------
*/
import SpriteKit
// MARK: SKTileData
class SKTilemapTileData : Equatable, Hashable {
// MARK: Properties
var hashValue: Int { get { return self.id.hashValue } }
/** Properties shared by all TMX object types. */
var properties: [String : String] = [:]
/** The tile datas ID. */
let id: Int
/** Returns the Tile ID you would see in Tiled. */
var rawID: Int { get { return self.id - self.tileset.firstGID } }
/** Weak pointer to the tileset this data belongs to. */
weak var tileset: SKTilemapTileset!
/** The texture used to draw tiles with this data. */
let texture: SKTexture
/** The filename of the texture used for this data. If it is empty the tileset used a spritesheet to create the
the texture for this data. */
let source: String
/** The tile IDs and durations used for animating this tile. */
var animationFrames: [(id: Int, duration: CGFloat)] = []
// MARK: Initialization
init(id: Int, texture: SKTexture, source: String = "", tileset: SKTilemapTileset) {
self.id = id
self.tileset = tileset
self.source = source
self.texture = texture
texture.filteringMode = .Nearest
}
init(id: Int, imageNamed source: String, tileset: SKTilemapTileset) {
self.id = id
self.tileset = tileset
self.source = source
texture = SKTexture(imageNamed: source)
texture.filteringMode = .Nearest
}
// MARK: Debug
func printDebugDescription() {
print("TileData: \(id), Source: \(source), Properties: \(properties)")
}
// MARK: Animation
/** Returns the animation for this tileData if it has one. The animation is created from the animationFrames property. */
func getAnimation(tilemap: SKTilemap) -> SKAction? {
if animationFrames.isEmpty {
return nil
}
var frames: [SKAction] = []
for frameData in animationFrames {
if let texture = tilemap.getTileData(id: frameData.id)?.texture {
let textureAction = SKAction.setTexture(texture)
let delayAction = SKAction.waitForDuration(NSTimeInterval(frameData.duration / 1000))
frames.append(SKAction.group([textureAction, delayAction]))
}
}
return SKAction.sequence(frames)
}
}
func ==(lhs: SKTilemapTileData, rhs: SKTilemapTileData) -> Bool {
return (lhs.hashValue == rhs.hashValue)
}