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Gdx texturepacker
Gdx texturepacker













gdx texturepacker
  1. GDX TEXTUREPACKER HOW TO
  2. GDX TEXTUREPACKER ANDROID
gdx texturepacker

When I try to use it, my Eclipse console says: MyTexturePacker C:\Program Files\Java\jre1.8.0_40\bin\javaw.exe (Jul 3, 2015, 12:56:04 PM)īut no changes are made to my file system. The problem: libGDX comes bundled with a TexturePacker. I've tried a bunch of things so far, so I can share what I've learned so far, and maybe someone can figure out what I'm doing wrong.

GDX TEXTUREPACKER ANDROID

NOTE: The Texture Atlas MUST be placed in android asset file (if android version is being used as Android requires assets to be within application structure so reference can be generate for the R file. Hi! I know there have been threads about this before, but none in the last 3 or 4 months, and none that help my problem. Textures Atlas (Sprite Sheet) Is a file containing images that are loaded into memory for performance. It ran, reported no errors, and created no output, because my input directory was filled with. You can see this happening on line 6 below.My issue has been resolved! And yes, as we all suspected, I am an idiot and overlooked something very basic. We do this by passing it the current value of our animationStateTime variable. When it is time to render our sprite, we ask our Animation instance for the frame that we need to draw - AKA the Key Frame. To help cycle the animation frames, in our update() method we utilise a variable which accumulates the delta time between frames - animationStateTime. In other words, the duration between each frame is 1/15 seconds, or, 0.0666 seconds. On line 11, we create a new Animation instance and instruct it to animate our sprite frames 15 times per second. The Animation class makes it a breeze to animate our sprites.

gdx texturepacker

For our purposes, each AtlasRegion holds a frame of animation for our sprite. Note that AtlasRegion has the same parent class as Sprite - TextureRegion, which we have seen before. As an added bonus, because of the way I configured TexturePacker, we receive them in animation order. On line 10, we ask the TextureAtlas for an array of all the AtlasRegions (frames) belonging to the invader1 sprite. On line 9, we create an instance of TextureAtlas, by passing it the path to our spritesheet.atlas file. The TextureAtlas class deals with de-serialsing that file and provides us with handy methods to get hold of the frames for a particular sprite, along with other useful information. This file contains all of the information about each sprite frame I packed. When I packed my sprites into a texture atlas, TexturePacker generated a file called spritesheet.atlas. TextureAtlas = new TextureAtlas("spritesheet.atlas") // 9.įrames = textureAtlas.findRegions("invader1") // 10.Īnimation = new Animation(1/15f, frames) // 11. Let’s have a look at our create() method and it’s supporting class member variables.

gdx texturepacker

GDX TEXTUREPACKER HOW TO

I’m not going to delve into the details of how to use the tool, as you can just click the link that I have provided.Īll you need to know for this tutorial, is that I have used it to pack the frames needed for my demonstration of Sprite animation, and, that we can get hold of the frames for that animation as shown in the source code below. LibGDX’s TexturePacker is nothing short of excellent. In this post, I just want to put those two classes to one side and look at what libGDX provides us with for sprite animation purposes.īy the end of this tutorial, we’ll have a simple application which animates a sprite, as shown in the video below. In my previous tutorial, we introduced a couple of new classes - XNASpriteBatch and XNASprite - to help us draw sprites in a more familiar way.















Gdx texturepacker