Save the atlas file ( Ctrl+S or File > Save).Drag the files and drop them into the atlas editor.Select the image files in the Project Explorer.To add the image files to the atlas follow these steps: One time the atlas file is created and the Atlas Editor is open to editing it then you can start adding images to the atlas. So you should exclude it from a game build, but keep it on your game development source. This file does not contain any relation with Phaser, else it contains Phaser Editor related stuff, like the atlas settings and the path of the source images. When you press Finish, a file myatlas.atlas is created and opened in the Atlas Editor. This container folder should be a sub-folder of the WebContent folder. You can see this happening on line 6 below.To create an atlas click on File > New > Atlas Generator File, it opens a dialog to set the name of the atlas and the container folder. 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. 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. 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.
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