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Shoebox texturepacker
Shoebox texturepacker









shoebox texturepacker
  1. #Shoebox texturepacker how to#
  2. #Shoebox texturepacker update#
  3. #Shoebox texturepacker code#

This Texture Packer tutorial will show you how to use Texture Packer to create and optimize sprite sheets in your games, using a Cocos2D 2.X game as an example.Īlong the way, you’ll learn how to use pixel formats and Texture Packer wisely to make sure your games launch quickly, run smoothly, and use as little memory as possible – while still looking good! When making 2D games, it’s important to combine your sprites into large images called sprite sheets, in order to get the best performance for your games.Īnd Texture Packer is a great tool that makes it extremely easy to generate these sprite sheets – with the click of a button.

#Shoebox texturepacker update#

Update : Fully updated for Cocos2D 2.1-rc0a, Texture Packer 3.07, and Modern Objective-C style (original post by Ray Wenderlich, update by Tony Dahbura). I guess what I’m trying to say is, there might be a reason to change it in the future but until you’ve actually got a real reason, it’s probably not worth it.Optimize texture usage with Texture Packer and Pixel Formats! The only real reason to do it is so that you’re not parsing XML directly in your game code. In this case there’s probably not much you can really do. To pre-process the content.Īside from platform compatibility, the main reason you want to use the Content Pipeline is to do some pre-processing on the data. I could be wrong, but I don’t think that DLL is supported on all platforms. The second reason you might run into problems on multiple platforms is the use of XmlDocument.

#Shoebox texturepacker code#

It’s a bit more fiddly to setup but once you get the hang of it, there’s not much extra code involved. If you want to make sure it’ll work on all platforms take a look into TitleContainer.OpenStream. `xdoc.Load("Content/Sprites/myMap.xml") `Ĭode like this typically won’t work on all platforms. However there are 2 reasons you might want to do it differently. Benefit is that it automatically forms you the XML supported by the TextureAtlas(Texture2D, Dictionary) overload. Var atlas = new TextureAtlas(contentManager.Load(texturePath), contentManager.Load>(regionsPath)) Īlso, for Monogame/XNA, instead of using ShoeBox I recommend using the following SpriteSheetPacker. That way you can simply create new TextureAtlas by calling, for example, Unfortunately, ShoeBox by itself doesn’t create such XML out of the box, so you need to do some mundane work yourself. That dictionary can be defined via XML itself and then imported with Content Pipeline, thus becoming ready to load with ContentManager.Load() method. TextureAtlas has an constructor which takes as parameters Texture2D used as a base of atlas and Dictionary which defines the regions in the atlas - that is, each image of the atlas itself. Maybe doing a custom content importer? its seems complicatedĪctually, there is an easier way to import the whole TextureAtlas in one go. It works but im wondering if there is a better way to import the map, or to choose a xml file while creating the TextureAtlas with TextureAtlas.Create(“name”, texture, w, h) M圜haracter.Play("idle").IsLooping = true M圜haracter.Position = new Vector2(350, 800)

shoebox texturepacker

M圜haracter = new AnimatedSprite(myAnimationFactory) Var texturesAtlas = xdoc.SelectNodes("TextureAtlas") įoreach (XmlNode textureAtlas in texturesAtlas) )) Var myAtlas = new TextureAtlas("myMap", myTexture )

shoebox texturepacker

Var myTexture = Content.Load("Sprites/sprite") SpriteBatch = new SpriteBatch(GraphicsDevice) So I went doing it manually as follows: protected override void LoadContent() From the content pipeline im only being able to add the png file but cant do it with the xml file (created with ShoeBox), it looks like this: To start simple im trying to load a sprites sheet and add actions. Im pretty new on monogame, c# and all this enviroment.











Shoebox texturepacker