ohenley Posted November 1, 2016 Share Posted November 1, 2016 Hi to all, I have many animations for a ninja sprite (eg idle, run, punch etc). Using Texture Packer, the atlas creation generates 2 *.png and 2 *.json. Using the best placement possible Texture Packer splits some animations between two textures (eg. the run animation has frames in both PNGs). How do I reassemble those frames in Phaser for my eg run anim? Is it possible? Here is what I would like to do... but this does not work: this.game.load.atlas('ninja', 'assets/ninja-1.png', 'assets/ninja-1.json'); this.game.load.atlas('ninja', 'assets/ninja-2.png', 'assets/ninja-2.json'); this.ninja = game.add.sprite(x, y, 'ninja'); this.ninja.animations.add('run', Phaser.Animation.generateFrameNames('run', 0, 14, '', 2), 30, true); // frame 0,1,2,5,14 are referenced in ninja-1.json and found in ninja-1.png. frame 3,4,6,7,8,9,10,11,12,13 are referenced in ninja-2.json and found in ninja-2.png Note: All this works in Texture Packer; it knows, for an animation, where to get the frames from both PNGs. Note2: It also raises the question of how to bind many atlases to a single sprite even if no frames, for a given animation, are split between textures. Thank you, ohenley Link to comment Share on other sites More sharing options...
Tom Atom Posted November 1, 2016 Share Posted November 1, 2016 Hi, it is not currently possible, but (if I am not wrong) I think something like this will be available in future... On the other side: if you have lot of animations, consider using some sort of skeletal animation. It is big texture space saver (for some CPU during runtime). I am using Spriter (https://brashmonkey.com/) for this and playing it with Spriter Player for Phaser (https://github.com/SBCGames/Spriter-Player-for-Phaser) Link to comment Share on other sites More sharing options...
ohenley Posted November 2, 2016 Author Share Posted November 2, 2016 Ok super. At least I know what is possible and what is not. I'll cut down on the frame rate of my anims and will make them fit in a 4096x4096 texture. 1. Do you know if 'most' low end/embedded graphic cards accept a max 4096x4096 texture size? I would think so... I'll do a quick search for common graphic card chipset to see if I am landing into a safe zone. Thank you, ohenley Link to comment Share on other sites More sharing options...
Tom Atom Posted November 3, 2016 Share Posted November 3, 2016 On 2. 11. 2016 at 3:07 PM, ohenley said: Do you know if 'most' low end/embedded graphic cards accept a max 4096x4096 texture size? I would think so... I'll do a quick search for common graphic card chipset to see if I am landing into a safe zone. 2048x2048 is still safe size for current devices. With 4096x4096 you may encounter problems. Fenopiù 1 Link to comment Share on other sites More sharing options...
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