kandi X-RAY | TexturePacker Summary
kandi X-RAY | TexturePacker Summary
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Trending Discussions on TexturePacker
QUESTION
I've searched all the Internet and I couldn't find a single thing that works with empty an TreeView
at the start. So please do not suggest sites that say the answer.
Hello! I am making a plist sprite editor and I want to populate a TreeView
's nodes and child nodes with a XML(PLIST to be specific) file.
My File:
...ANSWER
Answered 2021-Feb-07 at 01:17Try xml linq :
QUESTION
I have been using TexturePacker and Pixi for animations, but now the exported TexturePacker files (multipacked) are stored in a CMS system. The CMS prepends the file names with unpredictable letters and numbers, which makes PIXI unable to link the json and spritesheets together, and also the "related_multi_packs" value in json are now incorrect.
Is there a way to tell PIXI to use these files in a "manual" way? After I load the json files with standard ajax, could I i.e. inject the correct spritesheet url in the json files, and then give it to PIXI somehow?
...ANSWER
Answered 2020-May-28 at 23:59I ended up parsing it manually as I could find no other way. It was easier than expected.
- Loaded json files with axios.
- Looped through the multipack files and made sure the correct json and spritesheet was grouped together in an array.
- Loaded the spritesheet images with Pixi loader.
- Parsed the json and built sprites on the baseTexture with correct frame/trim/orig/rotation.
Work like a charm.
QUESTION
I'm having some well know problem with Libgdx and Tiled Maps, where my map flickers when the player moves (the camera follows the player).
I have searched for the answer and find out that all maps do that, and to fix that you must pack your sprites with 4 padding, 2 border and duplicate border (or extruded border in some tools). With texturepacker that comes with libgdx, you can pack your images, as long as you split then first, and add the padding/border. But, they are randomly placed in the tileset, making it harder to make maps (you need to see tiles grouped in original order)
My problem is that i'm trying to do that for some days now and never got it done. I have one input tileset and it is 32x32px. So what i try so far is:
The closest i got is: unpacked all 32x32 images from tileset and packed then again using some tool. First problem is that all image unpacker (spliter) that i used dont apply transparence to background, and some tileset are extremely detailed, making it too hard to get it right. Second problem is that when i want to pack it, most tools dont provide order, so i lose the tileset configuration (which is realy important when making the map).
Can someone please tell me how to do it without that much of effort? Do i really need to lose days of work to make a tileset look good in Libgdx?
I just need to add border/padding to the tileset, holding its original positions.
I'm sure that there is something i'm missing, it can't be that hard.
Thanks
...ANSWER
Answered 2017-May-26 at 13:06I also have the same exact situation as you. Here's what I did step by step:
- Split/Unpack the sprite sheet into an individual image using Alferd-Spritesheet-Unpacker.The process will also apply transparency to the background. You can use any software you like as long as it does the job.
Second problem is that when i want to pack it, most tools dont provide order, so i loose the tileset configuration
Before repacking, you rename each image by Alphabetical Order in that way the Texture Packer will order the images accordingly by Alphabetical order.
Ex: walk_1.png, walk_2.png, walk_3.png and so on..
- Use LibGDX Texture Packer (there's a GUI version of this one) to repack the images. The trick here is to add Padding of the image as shown below.
- This is the most important step. Now that you've finished repacking your images. Add the sprite sheet into the Tileset and configure the Margin and Spacing. Don't worry if your sprites have no padding from the start. The TiledMap will configure it. Now it's done.
QUESTION
Trying to use the multiatlas feature in Phaser and TexturePacker.
Getting this error:
...ANSWER
Answered 2019-Dec-10 at 14:55I think providing both a baseURL
and an atlasURL
might be conflicting. The baseURL
is attached in front of the atlasURL
value so you're probably loading something like dist/img/dist/img/bg-sd.json
.
Have you tried without the configuration object, like:
QUESTION
I'm creating a game in JavaScript using the Phaser 3 framework. I'm using the Matter physics engine, and I only want the player to be able to jump (or ollie, as it is in the game) if they are touching the ground. I'm trying to use the collision detection within Matter physics, but I can't seem to get anything to work.
The error in this current code is "Uncaught TypeError: this.matter.world is not a function
", although I have tried other ways of implementing the collision detection used here.
I expect the player to only be able to jump when the up arrow key is hit AND they are touching the ground.
...ANSWER
Answered 2019-Oct-27 at 01:02I have finally found the solution for this issue:
- First, declare a variable called
skaterTouchingGround
right after theconfig
object like so:
QUESTION
I am creating an HTML5 web adventure game and making tilemaps with Tiled.
Even with Texture Packer, I seem to be exceeding max cache of texture units as I'm getting error
Texture cache overflow: 16 texture units available
WebGL Stats shows the limit is 16 for ~70% of devices. My browser, as shown here, supports 16 texture units:
In game, I opened Chrome console to check WebGL specs:
WebGL2RenderingContext.MAX_TEXTURE_IMAGE_UNITS
= 34930WebGL2RenderingContext.MAX_VERTEX_TEXTURE_IMAGE_UNITS
= 35660WebGL2RenderingContext.MAX_COMBINED_TEXTURE_IMAGE_UNITS
= 35661
This is a bit confusing as this article shows output should be more in the 0-10 range, not 30,000 range:
...ANSWER
Answered 2019-Aug-28 at 05:58The way to check those values is
QUESTION
I'm trying to load a png file, but I don't know why it doesn't work, because I already checked the file path and used TexturePacker for making the texture atlas. The other images in the same path work just fine. Any help will be appreciated.
...ANSWER
Answered 2018-Oct-19 at 21:42After creating a Texture atlas you should get 2 files: .png
image and atlas file with same name and extension like .atlas
or .pack
.
So you should use this file.
Probably:
QUESTION
I have written a CMD script for batching atlas packs, and it works fine.
CMD Script ...ANSWER
Answered 2018-Sep-05 at 12:53You need to put the value of your variable within quotes like below to declare it properly:
QUESTION
I tried to remove them using TexturePacker with option: "Clear transparent pixels" but that removed part of the sprite. And this is what happened:
After that, I restored the deleted part in Aseprite. But the transparent pixels appeared again. Also tried to delete everything around sprites with Wand tool.
...ANSWER
Answered 2018-Jul-08 at 17:03How avoiding the texture bleeding issues on WebGL.
Tile Extruder is a node based CLI app that automatically fixes tileset images for WebGL, so they no longer have edge bleeding where the tiles join at the sides. It's easy to build into your workflow and includes sample code showing how to use the extruded tiles in Phaser 3.
QUESTION
I have a folder path stored in a variable ${PROJECT_DIR}. I want to navigate up into its parent folder, and back down into a folder called "Texture Packer" , i.e.. ${PROJECT_DIR} and "Texture Packer" are siblings. How do I specify it in a shell script ? So far I have:
...ANSWER
Answered 2018-Apr-04 at 05:44You're on the right track; the problem is that wildcards (like *.tps
) don't get expanded when they're in quotes. The solution is to leave that part of the path outside of the quotes:
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