![]() ![]() Take care to consider the scale factor here. If this is a image it is twice as big as it should be. NSDictionary * xmlSprite = ĬGRect unscaledRect = CGRectMake(,ĬGImageRef sprite = CGImageCreateWithImageInRect(spriteSheet, unscaledRect) NSDictionary * xmlSprites = [xmlDictionary (id key in xmlSprites) NSMutableDictionary* tempDictionary = init] NSDictionary* xmlTextureAtlas = ĬGSize size = CGSizeMake(, NSString * filepath = pathForResource:file ofType:extension]] A texture atlas is a large spritesheet consisting of all the sprites (or images) that will be used in a game. I updated your code to read the plist file directly instead of the xml. forKey:[xmlSprite [NSDictionary Packer seems to have been updated and the latest version has native support for UIKit. pack file, it is loaded using TextureAtlas class For example imagine a pokemon pack file which has all the pokemons into it. If you have the tps file, just select the exporter you need from the 'Data Format' drop down list in the left-hand pane. These are the top rated real world C (CSharp) examples of TexturePacker.Atlas extracted from open. To export in different formats you need to have the Texture Packer (tps) file used to create your JSON atlas. ![]() It will pack every texture into one image AND create a. C (CSharp) TexturePacker Atlas - 7 examples found. NSArray* xmlSprites = [xmlTextureAtlas (NSDictionary* xmlSprite in xmlSprites)ĬGImageRef sprite = CGImageCreateWithImageInRect(spriteSheet, CGRectMake( So what we do is we pack the Textures into a bigger Texture using TexturePacker(an application) which then creates a. ![]() NSMutableDictionary* tempDictionary = init] autorelease] If (!image || CGSizeEqualToSize(size, CGSizeZero)) return nil ĬGImageRef spriteSheet = NSData* data = pathForResource:file ofType:extension]] NSString* file = stringByDeletingPathExtension] + (NSDictionary*)spritesWithContentsOfFile:(NSString*)filename If ( respondsToSelector : (displayLinkWithTarget :selector : ) ] & (scale = 2.0 ) ) return NSString * file = stringByDeletingPathExtension ] The following error occurs: Exception in thread "LWJGL Application"Ĭom.: Error reading pack file:Īt .g2d.TextureAtlas$TextureAtlasData.Īt .g2d.TextureAtlas.(TextureAtlas.java:231)Īt .g2d.TextureAtlas.(TextureAtlas.java:226)Īt .g2d.TextureAtlas.(TextureAtlas.java:216)Īt .g2d.TextureAtlas.Īt .create(MyGdxGame.java:63)Īt .Ĭom.LwjglApplication$1.runĬaused by: .GdxRuntimeException: Invalid line:Ĭom.2d.TextureAtlas.readTuple(TextureAtlas.java:443)// Created by Daniel Sefton, 2012 // Do what you want license #import "UIImage+Sprite.h" #import "XMLReader.h" UIImage (Sprite ) + ( NSDictionary * )spritesWithContentsOfFile : ( NSString * )filenameĬGFloat scale =. TextureRegion tx = new TextureRegion(img2) ĭrawable dr = new TextureRegionDrawable(tx) Yesa = new BitmapFont(("yesa.fnt")) įunciona = new BitmapFont(("yesa.fnt")) Player = new Player("playerr.png", Info.WIDTH / 2, Info.HEIGHT / 2) player2 = new Player("spider.png", Info.WIDTH / 2, Info.HEIGHT / 2) TextureAtlas.AtlasRegion a = textatlas.findRegion("spider") It is capable of creating sprite atlases (both images and markup) and performing various editing and export operations. Textatlas = new TextureAtlas("TA/Agorafunfa.png") Atlased is a sprite sheet and atlas editor for 2D games development, asset preparation pipeline, game jam sessions and etc. ![]() OrthographicCamera camera = new OrthographicCamera() The other images in the same path work just fine. TexturePacker : Generic XML TexturePacker : JSON hash. I'm trying to load a png file, but I don't know why it doesn't work, because I already checked the file path and used TexturePacker for making the texture atlas. Load packed atlas texture to filesystem and can be used in godot. ![]()
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