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Libgdx texturepacker giving atlas
Libgdx texturepacker giving atlas





libgdx texturepacker giving atlas
  1. #Libgdx texturepacker giving atlas apk#
  2. #Libgdx texturepacker giving atlas android#
  3. #Libgdx texturepacker giving atlas free#

Note that these values aren't physical pixel dimensions, they are an abstract idea of the size of our play area. We'll later use these constants to set the size of our game stage. Package įirst we define static final width and height constants that will be used to specify the target resolution of the game.

#Libgdx texturepacker giving atlas android#

In the android projects src directory we have a standard MainActivity class generated by the LibGDX project setup tool - I've added an exit dialog to this class, but apart from that it remains unchanged. In the android projects assets directory we have an image atlas and its counterpart image file, these were generated automatically by the packing utility (it packs anything in the dev-images directory). In the desktop projects src directory we have a utility class that makes use of gdx tools TexturePacker2 (you'll only need to run this if you alter the textures - simply right click the desktop project in eclipse, run as java application, Pack Textures, then right click the android project and refresh), and a Main class used to start the game on desktop (generated by the LibGDX project setup tool and only tweaked very slightly). Right, so by now you've seen the live games on Google Play, installed the example project apk, and are interested in figuring out how it all works, let's dig in.įirst thing to note is that project is arranged in the standard core/android/desktop structure the LibGDX project creation wizard gives us. Provided you have your dev environment correctly setup, you can go ahead and import the existing project into eclipse and start tinkering :) If you need help on setting up your dev environment, check out this article. If you're interested in tinkering with the open source tutorial project, grab it from github.

#Libgdx texturepacker giving atlas free#

  • You can get the free multigame app that includes this minigame here ( free!).
  • You can get a more polished version of what is essentially the same game here ( free!).
  • #Libgdx texturepacker giving atlas apk#

    You can get the example projects finished apk here ( free!).I'm hoping this mini project will be almost as simple and just as helpful to others! Like this: java -cp gdx.jar extensions/gdx-tools/gdx-tools.jar .texturepacker.Street Race Swipe Racing Game is such a simple game at its heart that it seems like an excellent candidate for a tutorial article :) I remember being massively impressed by the example SimpleApp on the LibGDX wiki when first starting out, there was so little to it but it touched on all the basics of what is needed to make a game.

    libgdx texturepacker giving atlas

    gdx-tools.jar From the nightly or the Stable.Įlse you can call it with the console. New LwjglApplication(new MainClass(), cfg) ĭont forget to add the tools lib to the Desktop project. "output dir", "name of Atlas") //third is outputdir TexturePacker2.process(settings, "directory with the files", automatic packing of the textures and images and so on LwjglApplicationConfiguration cfg = new LwjglApplicationConfiguration() Ĭfg.width = Toolkit.getDefaultToolkit().getScreenSize().width Ĭfg.height = Toolkit.getDefaultToolkit().getScreenSize().height Ĭfg.addIcon("data/appiconWindows.png", FileType.Internal)

    libgdx texturepacker giving atlas libgdx texturepacker giving atlas

    Whenever i start it, the Atlas is generated. I used to take the way of implementing it into my Desktop application.







    Libgdx texturepacker giving atlas