I can't help you with the Swift version but look at the below pics to get a better understanding of what I am talking about.
Create an Object Layer in Tiled.
Create objects in your map and name them.
I assume you are using the Tiled app to create your maps. You can create an object layer for your map in the Tiled app. Once done, simply create various objects in your map. For example, create several objects called "enemy". This object layer will be read by JSTileMap and will be accessible to you in your code like this:
TMXObjectGroup *group = [tiledMap groupNamed:@"objectLayer"];
// make sure the you use the same groupNamed as is in your map!
NSArray *floorObjects = [group objectsNamed:@"enemy"];
for (NSDictionary *floorObj in floorObjects)
{
CGFloat x = [floorObj[@"x"] floatValue];
CGFloat y = [floorObj[@"y"] floatValue];
CGFloat w = [floorObj[@"width"] floatValue];
CGFloat h = [floorObj[@"height"] floatValue];
// create your SKSpriteNode here
// use the x, y as the node's position in the map
// myNode.position = CGPointMake(x, y);
}