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Cocos2d-x cookbook

You're reading from   Cocos2d-x cookbook Over 50 hands-on recipes to help you efficiently administer and maintain your games with Cocos2d-x

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781783284757
Length 254 pages
Edition 1st Edition
Languages
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Author (1):
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Akihiro Matsuura Akihiro Matsuura
Author Profile Icon Akihiro Matsuura
Akihiro Matsuura
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Toc

Table of Contents (18) Chapters Close

Cocos2d-x Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with Cocos2d-x FREE CHAPTER 2. Creating Sprites 3. Working with Labels 4. Building Scenes and Layers 5. Creating GUIs 6. Playing Sounds 7. Working with Resource Files 8. Working with Hardware 9. Controlling Physics 10. Improving Games with Extra Features 11. Taking Advantages Index

Using a texture atlas


A texture atlas is a large image containing a collection of each sprite. We often use a texture atlas rather than individual images. In this recipe, you will learn how to use a texture atlas.

Getting ready

You have to add the texture atlas files into your project and clean your project.

  • running.plist

  • running.png

How to do it...

Let's try to read the texture altas file and make a sprite from it.

auto cache = SpriteFrameCache::getInstance();
cache->addSpriteFramesWithFile("res/running.plist");
auto sprite = Sprite::createWithSpriteFrameName("run_01.png");
sprite->setPosition(size/2);
this->addChild(sprite);

How it works...

Firstly, we loaded the texture atlas file, when the SpritFrameCache class cached all the images that are included in it. Secondly, you generated a sprite. Do not use the Sprite::create method to generate it, use the Sprite::createWithSpriteFrameName method instead. Then, you can handle the sprite as a normal sprite.

A texture atlas is a large image...

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