Game Development Reference
In-Depth Information
Working with TexturePacker is very straightforward and involves only a few steps, as
illustrated in Figure 6-6 . In most cases you're fine using the default settings.
Figure 6-6 . The process of working with TexturePacker is straightforward
First add the images you want to add to the texture atlas. You can always add more at a
later time or remove existing ones. Click the Add Sprites or Add Folder button, or
simply drag and drop sprites or folders on the right pane. TexturePacker can load im-
ages from the most common graphics formats. In this case, you add all ship images and
animation frames, as well as the bullet image. You can find them in the Assets folder
in the Sprites02 example.
Simply drop the GameArt folder on the right pane. After doing so, the sprites immedi-
ately appear in the center pane, which is the real-time preview of our texture atlas. It
updates immediately whenever you change any setting, including image optimizations
and image layout.
In the status bar at the bottom right-hand corner, you also see how big the resulting tex-
ture will be and how much memory it will use on the device. In this case, the texture
atlas is 1024×1024 pixels and will use up 4MB of texture memory. This information is
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