TexturePacker

 by   garsonlab C# Version: Current License: No License

kandi X-RAY | TexturePacker Summary

kandi X-RAY | TexturePacker Summary

TexturePacker is a C# library. TexturePacker has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

TexturePacker
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            kandi-support Support

              TexturePacker has a low active ecosystem.
              It has 4 star(s) with 4 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              TexturePacker has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of TexturePacker is current.

            kandi-Quality Quality

              TexturePacker has no bugs reported.

            kandi-Security Security

              TexturePacker has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              TexturePacker does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              TexturePacker releases are not available. You will need to build from source code and install.

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            TexturePacker Key Features

            No Key Features are available at this moment for TexturePacker.

            TexturePacker Examples and Code Snippets

            No Code Snippets are available at this moment for TexturePacker.

            Community Discussions

            QUESTION

            Populate TreeView nodes and ChildNodes from XML(PList specifically)
            Asked 2021-Feb-07 at 01:17

            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 01:17

            QUESTION

            Loading Pixi spritesheets from TexturePacker manually and not through Pixi.Loader?
            Asked 2020-May-28 at 23:59

            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 23:59

            I ended up parsing it manually as I could find no other way. It was easier than expected.

            1. Loaded json files with axios.
            2. Looped through the multipack files and made sure the correct json and spritesheet was grouped together in an array.
            3. Loaded the spritesheet images with Pixi loader.
            4. Parsed the json and built sprites on the baseTexture with correct frame/trim/orig/rotation.

            Work like a charm.

            Source https://stackoverflow.com/questions/62056384

            QUESTION

            Libgdx Maps Flickering - How to easily add Border/Padding to existing Tileset
            Asked 2020-Apr-27 at 08:25

            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 13:06

            I also have the same exact situation as you. Here's what I did step by step:

            1. 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.
            2. 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..

            1. 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.

            1. 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.

            Source https://stackoverflow.com/questions/44170024

            QUESTION

            Error loading files from Multiatlas in Phaser3
            Asked 2019-Dec-10 at 14:55

            Trying to use the multiatlas feature in Phaser and TexturePacker.

            Getting this error:

            ...

            ANSWER

            Answered 2019-Dec-10 at 14:55

            I 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:

            Source https://stackoverflow.com/questions/59238651

            QUESTION

            How to prevent a character to jump in midair with Matter Physics in Phaser 3?
            Asked 2019-Oct-27 at 01:02

            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 01:02

            I have finally found the solution for this issue:

            • First, declare a variable called skaterTouchingGround right after the config object like so:

            Source https://stackoverflow.com/questions/58575541

            QUESTION

            Texture cache overflow for WebGL HTML5 game
            Asked 2019-Aug-28 at 05:58

            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 = 34930
            • WebGL2RenderingContext.MAX_VERTEX_TEXTURE_IMAGE_UNITS = 35660
            • WebGL2RenderingContext.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 05:58

            The way to check those values is

            Source https://stackoverflow.com/questions/57683611

            QUESTION

            Texture atlas in LibGDX
            Asked 2018-Oct-19 at 21:42

            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 21:42

            After 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:

            Source https://stackoverflow.com/questions/52899245

            QUESTION

            Sovled: Powershell - How to store arguments to a variable and use it?
            Asked 2018-Sep-05 at 13:40

            I have written a CMD script for batching atlas packs, and it works fine.

            CMD Script ...

            ANSWER

            Answered 2018-Sep-05 at 12:53

            You need to put the value of your variable within quotes like below to declare it properly:

            Source https://stackoverflow.com/questions/52183807

            QUESTION

            How to clear transparent pixels in Phaser 3?
            Asked 2018-Jul-09 at 12:43

            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 17:03

            How 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.

            Source https://stackoverflow.com/questions/51232373

            QUESTION

            How to specify a sibling folder of a folder mentioned in a variable in a shell script?
            Asked 2018-Apr-04 at 05:44

            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 05:44

            You'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:

            Source https://stackoverflow.com/questions/49643418

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install TexturePacker

            You can download it from GitHub.

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            gh repo clone garsonlab/TexturePacker

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            git@github.com:garsonlab/TexturePacker.git

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