Reputation: 3753
I know that I can add sequences of individual images in Xcode, and let it create the Texture Atlas. This process is well-described in easily-searched venues. (Like this one.)
I am getting atlases from designers, created with Adobe Animate (v18.0) already combined into the full sheet, and moreover with the accompanying XML file describing the animation. (In which sub-images and display frames do not match 1:1, so it's hard to see how Xcode would figure that out.)
It's not clear to me from the SpriteKit docs whether/how to use these pre-defined Texture Atlases. Is this possible?
Upvotes: 1
Views: 198
Reputation: 3051
If you're getting pre-baked texture atlases, with externally-generated descriptions of where the sprites should get their textures, you'll probably have to create your sprites using SKTextures that you create using the init(rect:in:) initializer of a SKTexture.
You'll need to read the sprite's extents out of the XML file, and then create a texture out of the atlas. Then you can create a new SKTexture object that represents a part of the larger texture to act as your sprite's texture.
This is untested pseudocode, but it shows the process:
let spriteRect = (get the rect from the XML)
let atlas = SKTexture( imageNamed: "myTextureAtlas" )
let spriteTexture = SKTexture( rect:spriteRect, in:atlas )
let sprite = SKSpriteNode( texture:spriteTexture )
Once you have this process in place, you can animate the sprites using the usual methods, like setting up SKActions with a list of textures out of the texture atlas.
Upvotes: 1