ive been following the Apple Docs on GKNoiseMaps and i managed to get an image to spawn and it looks really good
using this code here
class GameScene: SKScene {
class Noise: GKNoise {
var NoiseSource = GKPerlinNoiseSource(frequency: 0.05, octaveCount: 3, persistence: 1, lacunarity: 1, seed: Int32(arc4random_uniform(UInt32(500 - 1))))
override init(_ noiseSource: GKNoiseSource, gradientColors: [NSNumber : UIColor]) {
super.init(NoiseSource, gradientColors: [ (+1.0 as NSNumber): UIColor.red, (-1.0 as NSNumber) : UIColor.black])
}
}
let noise = Noise()
let Vector1 = vector_double2(1.0, 1.0)
override func didMove(to view: SKView) {
let NoiseMap = GKNoiseMap(noise, size: vector_double2(300.0, 300.0),
origin: vector_double2(0.0, 0.0),
sampleCount: vector_int2(100),
seamless: true)
let texture = SKTexture(noiseMap: NoiseMap)
let Node = SKSpriteNode(texture: texture)
Node.size = CGSize(width: 1000,height: 1000)
Node.position = CGPoint(x: 0,y: 0)
self.addChild(Node)
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
now how do i create a SKTileMap with this updated code here
class GameScene: SKScene {
class Noise: GKNoise {
var NoiseSource = GKPerlinNoiseSource(frequency: 0.05, octaveCount: 3, persistence: 1, lacunarity: 1, seed: Int32(arc4random_uniform(UInt32(500 - 1))))
override init(_ noiseSource: GKNoiseSource, gradientColors: [NSNumber : UIColor]) {
super.init(NoiseSource, gradientColors: [(+1.0 as NSNumber): UIColor.red, (-1.0 as NSNumber) : UIColor.black])
}
}
let noise = Noise()
let Vector1 = vector_double2(1.0, 1.0)
override func didMove(to view: SKView) {
let NoiseMap = GKNoiseMap(noise, size: vector_double2(300.0, 300.0),
origin: vector_double2(0.0, 0.0),
sampleCount: vector_int2(100),
seamless: true)
let tileGroup = [SKTileGroup]()
let tileSet = SKTileSet(tileGroups: tileGroup)
let map = SKTileMapNode(tileSet: tileSet, columns: 10, rows: 10, tileSize: CGSize(width: 20,height: 20), tileGroupLayout: tileGroup)
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
and generate the SKTileMap with values from the GKNoiseMap as stated in the Apple Docs?
any help would be appreciated as i dont really know about SKTileMaps and how they work
You can create an
SKTileDefinitionusing the texture created from theNoiseMap. Then it's possible to paint this tile into theSKTileMapNodeat any location. This example iterates through all columns and rows and sets the tile. I made the size of the NoiseMap 64 x 64 since that is a typical size for a tile.