Project Description
SpriteAtlasPacker is based on the excellent SpriteSheetPacker by Nick Gravelyn. I have hacked it up to support animations instead of just fixed frames.

Sprite Atlas Packer works by taking the input directory and searching it and subdirectories for images. Each directory is considered to be a separate animation (although there are limitations, keep reading). For a directory to be considered an animation, all images within that directory need to be named with increasing integers. Otherwise, each image is treated as a single frame "animation", and treated accordingly.

Example:
c:\project\assets\spritesheet\
files: castle.png, grass.png, logo.png
subdirectories: fireball, wizard walk, boulders

fireball files: 0.png, 1.png, 2.png
wizard walk files: 0.png, 1.png, 2.png, 3.png, 4.png
boulders: small.png, medium.png, large.png

If you point the SpriteAtlasPacker to c:\project\assets\spritesheet\, it will generate eight animations. Three animations, "castle", "grass", and "logo" will have a single frame each. So will each of the boulder animations (currently, they will be named "small", "medium", and "large", but I'll be adding the "boulder" prefix to them in the next release). The fireball animation will have three frames, and the wizard walk animation will have five frames.

There's the quick and ugly description of what SpriteAtlasPacker does. Check back later for much better documentation and examples.

As of now, the app works, passably. I still have a lot to do, but I am currently able to fire animated fireballs with minimal headache in my app. Again, I'll post some examples soon.

Last edited Apr 22, 2011 at 8:05 AM by moswald, version 4