Texturepacker order3/6/2023 ![]() Let’s have a look at our create() method and it’s supporting class member variables. Install-Package TexturePacker-MonoGameLoader -Version 1.0.4. TextureAtlas = new TextureAtlas("spritesheet.atlas") // 9.įrames = textureAtlas.findRegions("invader1") // 10.Īnimation = new Animation(1/15f, frames) // 11. Using a sprite sheet (or texture atlas) increases your games performance while also reducing the amount of memory. This library includes a loader and sprite renderer to load animations and sprites from a sprite sheet. When I packed my sprites into a texture atlas, TexturePacker generated a file called spritesheet.atlas. This file contains all of the information about each sprite frame I packed. 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. On line 9, we create an instance of TextureAtlas, by passing it the path to our spritesheet.atlas file. On line 10, we ask the TextureAtlas for an array of all the AtlasRegions (frames) belonging to the invader1 sprite. As an added bonus, because of the way I configured TexturePacker, we receive them in animation order. Note that AtlasRegion has the same parent class as Sprite - TextureRegion, which we have seen before. For our purposes, each AtlasRegion holds a frame of animation for our sprite. The Animation class makes it a breeze to animate our sprites. On line 11, we create a new Animation instance and instruct it to animate our sprite frames 15 times per second. ![]() ![]() In other words, the duration between each frame is 1/15 seconds, or, 0.0666 seconds. To help cycle the animation frames, in our update() method we utilise a variable which accumulates the delta time between frames - animationStateTime. 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. Once the texture is packed, you would ideally also keep the meta-data about the image that you can feed into your engine so that it is aware of what sprites map to what parts of the image - writing a general solution for this is also impossible (since people all do this differently.) Ideally, like I said above, the metadata would be exported as XML, then it could be transformed with XSLT to a desired format.We do this by passing it the current value of our animationStateTime variable. But you really need an automated script with lots of fidelity when you're dealing with a huge bulk of frames organized in a non-standard way (that is to say, there is no widely accepted standard way of organizing the frames of a rendered isometric image and so constructing a general solution for that is incredibly difficult.) Texture-packer etc are good for small sprite-sheets or sets of sprite-sheets. Using Texture-packer (or any command line utility) would make doing this incredibly tedious - they do not map in a compatible fashion to the directory structure I had to use, the naming conventions used etc. That's over several thousand frames that need to be compiled into individual sprite-sheets (on a per action basis.) Each frame was rendered into a separate png. Each character was rendered at 8 different angles for ~13 different actions. For example, my use case was transforming a bunch of rendered images (for an isometric game.) However IMO it still lacks the fidelity you get with Python and Wand.
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