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Texture packer stretching png
Texture packer stretching png









If that is enough for you, take some time to explore what you can do with sprites. As sprites move onscreen and offscreen, SpriteKit does its best to efficiently manage textures and draw frames of animation. You already know enough to add artwork to your game, create sprites, and run actions on those sprites to do interesting things. The default behavior gives you a useful foundation for creating a sprite-based game. This automatic memory management simplifies but does not eliminate the work you need to do to manage art assets in your game. Later, if the sprite is removed from the scene or is no longer visible, SpriteKit can delete the texture data if it needs that memory for other purposes. This texture object automatically loads the texture data whenever the sprite node is in the scene, is visible, and is necessary for rendering the scene. The sprite texture is alpha blended into the framebuffer.Īn SKTexture object is created and attached to the sprite. The sprite’s frame property holds the rectangle that defines the area it covers. The sprite is rendered so that it is centered on its position. The sprite is created with a frame that matches the texture’s size. When you create a sprite in this fashion, you get a lot of default behavior for free: SKSpriteNode *spaceship = [SKSpriteNode = CGPointMake(100,100)

texture packer stretching png

Listing 2-1 Creating a textured sprite from an image stored in the bundle

#Texture packer stretching png code#

Listing 2-1 shows how simple this code can be. You store the artwork in the app bundle, and then load it at runtime. The simplest way to create a textured sprite is to have SpriteKit create both the texture and the sprite for you. Then you create sprites with those textures and add them to the scene. An artist creates the images, and your game loads them as textures. This custom artwork might represent characters in your game, background elements, or even user interface elements, but the basic strategy is the same. Textured sprites are more common, because they represent the primary way that you bring custom artwork into a scene. An SKSpriteNode object can be drawn either as a rectangle with a texture mapped onto it or as a colored, untextured rectangle. Sprites are represented by SKSpriteNode objects.

texture packer stretching png

Sprites are the basic building blocks used to create the majority of your scene’s content, so understanding sprites is useful before moving on to other node classes in SpriteKit. This document is retired because the content has been migrated to SpriteKit reference.









Texture packer stretching png