#TEXTUREPACKER SPRITE GO FROM TOP TO BOTTOM ANDROID# trying to animate a sprite using the AndEngineTexturePackerExtension but im unsure how the tiledTextureRegion gets created for the animated sprite. MSpritesheetTexturePackTextureRegionLibrary = texturePack.getTexturePackTextureRegionLibrary() TexturePack = texturePackLoader.loadFromAsset(activity.getAssets(), "spritesheet.xml") TexturePackLoader texturePackLoader = new TexturePackLoader(activity.getTextureManager()) Im creating the xml,png and java from texturepacker private TexturePackTextureRegionLibrary mSpritesheetTexturePackTextureRegionLibrary below is what im trying which i have gotten from guides and other posts in this forum. TiledTextureRegion, activity.getVertexBufferObjectManager()) (activity.CAMERA_HEIGHT - tiledTextureRegion.getHeight()) / 2, TextureRegion.getSourceWidth(), textureRegion.getSourceHeight() ,ĪnimatedSprite sprite = new AnimatedSprite((activity.CAMERA_WIDTH - tiledTextureRegion.getWidth()) / 2, TextureRegion.getSourceX(), textureRegion.getSourceY(), TiledTextureRegion tiledTextureRegion = TiledTextureRegion.create(texturePack.getTexture(), TexturePackerTextureRegion textureRegion = mSpritesheetTexturePackTextureRegionLibrary. Open TexturePacker and click on the Add Folder icon at the top of the workspace. The problem is that i dont understand where the values from COLUMNS and ROWS comes from? the sprite sheet itself has uneven rows and columns as it includes rotated sprites etc. Browse to the folder containing the PNG sequence. One nice thing about TexturePacker is that once you import via the Add Folder option, TP will automatically update the sprites to reflect any new images you might add to that folder. #TEXTUREPACKER SPRITE GO FROM TOP TO BOTTOM UPDATE# So im confused as to where these values come from. Any help on getting this working would be great thanksĮdit: Ok i can get the sprite sheet animation working if i just use the basic algorithm within texture packer and not the MaxRects algorithm. But this doesnt make use of all the space within a sheet so i would rather get it working using a MaxRects generated sprite sheet. how do i use a texturepackertexture region to make an animated sprite when some of the textures are rotated on the sheet I see with in the xml that it pass a bool for being rotated or not so the information is there to make this work i just cant figure out how. TexturePacker doesn't know how much columns and rows have your sprites, not even if they are tiled or not, it just packs everything into a single spritesheet (png file for example). Also, its goal isn't to create TiledSprites from separated Sprites. Find the best open-source package for your project with Snyk Open Source Advisor. So, in order to get back a TiledSprite (or AnimatedSprite) from a spritesheet, you have to know how much columns and rows (it can be hardcoded somewhere) it had before being put into the spritesheet, since TexturePacker won't give you that kind of information. Explore over 1 million open source packages. We have sprite sheets created by TexturePacker in. Learn more about spritesmith-texturepacker: package health score, popularity, security, maintenance, versions and more. pvr.ccz format, for cocos2d in xcode, along with a. The sheets are downloaded at runtime, for displaying one of many children's books with animations. #TEXTUREPACKER SPRITE GO FROM TOP TO BOTTOM ANDROID#.#TEXTUREPACKER SPRITE GO FROM TOP TO BOTTOM UPDATE#.
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