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Sprite Sheets Formats
RH edited this page Jan 9, 2024
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- Default sprite sheet format is PLIST v3. A description of the format may be found here. This is the format that the
TexturePacker
application outputs when you select the "Cocos2d-x" option. - Custom sprite sheet format reader is created by implementing the
SpriteSheetLoader
interface, then registering this implementation by callingSpriteFrameCache::registerSpriteSheetLoader()
. - Custom SpriteSheetLoader must have a unique identifier, which is assigned by using the
SpriteSheetFormat::CUSTOM
as the base value. For example,MyFormatId = SpriteSheetFormat::CUSTOM + 10
. - In cpp-tests, SpriteFrameCache test has an implementation of a JSON sprite sheet format loader, implemented with the name
GenericJsonArraySpriteSheetLoader
. Use theGenericJsonArraySpriteSheetLoader
and the defaultPlistSpriteSheetLoader
as examples on how to implement theSpriteSheetLoader
interface. -
Sprite sheets must always contain unique identifiers for the sprite frames. Loading more than one sprite sheet that uses the exact same frame identifers will result in undefined behaviour. There are several ways to handle this, one being to prefix the graphic filenames, so for example, if two different files are named
image1.png
, one being for scene1 and another for scene of a game, then you would name themscene1_image1.png
,scene2_image1.png
. The other, and possibly the better method, is to use sub-folders folders to differentiate between frame names, such asscene1/image1.png
andscene2/image1.png
, and ensure that the sub-folder name is not stripped out during sprite sheet creation.