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Texturepacker
Texturepacker






  1. #Texturepacker how to#
  2. #Texturepacker manuals#
  3. #Texturepacker update#
  4. #Texturepacker code#

In my opinion the more capabilities of the exporter script inside TexturePacker the better.Īlso the error message can be improved for when users select the exporter dir as the custom exporters dir. But still it would require installing these scripts, they won’t be available out of the box. That should be safe enough.Īlternatively it might be possible to extend so called Hooks Editor Script (/hooks.editor_script) with an extra event to detect new files in project and call the split spritesheet script if it detects a TexturePacker export. I know that file I/O is dangerous but it is possible to sandbox it inside a specified dir and only allow reading and writing image files. The last point would make it possible to split the sprtiesheet without the use of the editor script and doesn’t require big changes to the TexturePacker itself. Add file access for the exporter script with PNG read/write lib.Add custom properties for each image (not too important but still nice to have, would be used for better support of the “Sprite Trim Mode” option in Defold).Add custom properties for each smart folder for things like animation FPS, animation playback (once, loop, backward).Add an option in exporter.xml to make “Prepend folder name” always on.I guess I’ll make a list of the things I think would benefit the exporter:

#Texturepacker update#

Please pay it a visit if you wish to help improve our documentation! We need help to fix typos, update images and to write or improve tutorials and manuals.

#Texturepacker manuals#

The Defold manuals and examples are hosted in a ().

#Texturepacker code#

We will remove, edit, or reject comments, commits, code, wiki edits, issues, and other contributions that are not aligned to our Code of Conduct, or to ban temporarily or permanently any contributor for other behaviors that we deem inappropriate, threatening, offensive, or harmful. We ask of all contributors, project members and users to follow our (CODE_OF_CONDUCT.md) to create an open and welcoming environment. The Defold Foundation and the Defold development team Following these guidelines will make the contribution process a lot smoother and faster. We invite you to help make Defold an even better product! You don't even have to be a coder to contribute! You can contribute in the following ways:īefore you start contributing we would like to ask you to familiarise yourself with our contribution guidelines and our code of conduct. Thank you for visiting the Defold open source contribution guidelines. defold/defold/blob/dev/CONTRIBUTING.md#new-features # Contribution Guidelines

texturepacker

#Texturepacker how to#

We usually start with a design document to discuss how to implement the feature before we start implementation. Thank you for the contribution and Artem! This is definitely something we want but seeing as it is new functionality we need to make sure it is well implemented and follows our design principles. There is no guarantee it’s going to be accepted and merged but I hope it will. The exported supports storing atlas settings and animations settings such as margin, padding, FPS, playback and so on.Īn editor script was created that takes a spritesheet image generated by TexturePacker with a JSON file containing information on each image inside the spritesheet and splits up the image into individual files suitable for the atlas. The exporter generates atlas file for Defold and a JSON file for the Spritesheet Split editor script. To ease the generation of such atlases a custom exporter was created for TexturePacker. This new information about the images can be entered by hand or a special user script can be used to prepare such atlases. `Source Width` and `Source Height` indicate the original image size and they are needed to correctly center the trimmed image inside the animation frame. `Source Position X` and `Source Position Y` indicate the position offset of the trimmed image inside the original image from the top left corner. Namely `Source Position X`, `Source Position Y`, `Source Width`, `Source Height`. This feature introduces new fields for images in the atlas outline pane.

texturepacker

Therefore only the editor and bob were modified to add the trimmed images support.

texturepacker

The engine itself already has support for arbitrary vertex positions for each image which was introduced with the Sprite Trim Mode feature. Texture sizes can be greatly reduced by trimming transparent pixels around the a … ctual sprite image.








Texturepacker