Create spritesheet for Cocos2d-x using with TexturePacker
Have you seen this sort of image before? The first time I saw this I thought this is created using Photoshop, and I also
have no idea how to use this BIG image in the game.
Until… I started to look in the game development, I only know that this is actually created by spritesheet program/app.
Here I will be using TexturePacker.
Why? I have seen many game tutorials are talking about this, I tried it and found that it is very easy to use.
First of all, I’m going to do this in Cocos2d-x engine, so select Cocos2d here.
Now, drag images to the box
Here I drag 3 bird images, and you can see the left pane, there are
hero_03.png, these are the original
Once you’ve done, select Publish sprite sheet
It will prompt you twice, one is to save the plist file contains the meta data of the original images such as
rotated, etc. It may sound complicated, but no worry, Cocos2d-x will handle it.
The second prompt is to save the merged image.
And you’ve done.
applicationDidFinishLaunching() method, add
// 1. fix the resolution
- I’m a iPhone user, thus I fix the resolution to 320 x 480 for simplicity
- In this case, I put the sprite sheet under images directory, thus I add the search path
- Add sprite sheet to cache
I just name it
Hero. Edit Hero.h
- Load an image for the Hero (a.k.a bird) by default during object instantiation
- Make the bird fly by running the move action
- As we know that there are 3 images on hero.plist, thus fix it to 3. Then add all
these 3 images (get from sprite frame cache) to an array, and then repeat it forever.
Edit GameScene.cpp, under the
init() method, add the code below right before
Hero *hero = new Hero();
This is to instantiate a Hero object, set the position to center of screen then add to current scene.
Run it and you will get the animated bird, see screenshot below.