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Getting started with TexturePacker and CoronaSDK image sheets

1/21/14 6:27 PM

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Getting started with TexturePacker and CoronaSDK image sheets


Andreas Lw texturepacker, tutorial, corona This is a short tutorial how to use TexturePacker with the new ImageSheet API from Corona SDK. The API is not yet documented and might still be unstable... You need one of the current nightly builds of CoronaSDK which includes the new API. To use the new API with TexturePacker you need the current 3.0.0 build which is currently available as beta version from the download section of this page.

Overview over the important les


spritesheet.tps - TexturePacker file to create the sprite sheets spritesheet.lua - Sprite definition file ("old" format) spritesheet.png - Png image containing the sprite data main.lua - The code driving the example

The complete code


First load the image sheet information file created with TexturePacker into memory
local sheetInfo = require("spritesheet")

Load the created image file:


local myImageSheet = graphics.newImageSheet( "spritesheet.png", sheetInfo:getSheet() )

To place a file create a new image Object with newImage, using the image sheet loaded before. You can select individual sprites by their name using getFrameIndex:
local myImage1 = display.newImage( myImageSheet , sheetInfo:getFrameIndex("drink")) local myImage2 = display.newImage( myImageSheet , sheetInfo:getFrameIndex("hamburger"))

Source code available for download


The source code is available on GitHub. Either clone it using git:
git clone https://github.com/AndreasLoew/TexturePacker-Corona-ImageSheets.git

or download one of the archives: TexturePacker-Corona-ImageSheets.zip TexturePacker-Corona-ImageSheets.tar.gz

http://www.codeandweb.com/blog/2012/05/09/texturepacker-corona-imagesheet-tutorial

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Getting started with TexturePacker and CoronaSDK image sheets

1/21/14 6:27 PM

8 comments Join the discussion


Best Community Jerry Adkins 6 rjk
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10 months ago

How about an animated example?


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2 years ago

I have just purchased this and tried to use with corona sdk. I am using dynamic content scaling and everything looks good on the iPhone but if I go up to the iPad nothing lines up. I think that it's using the iPad size image but still trying to use the iPhone size data file. Is there a way in texture packer to make sure the image I export at standard size, 2x and 4x are all the same just scaled up so that the data will line up perfectly with the standard size datafile.
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IntenseMediaDotCom

3 months ago

what does "21 not fitting sprites - try multipacking, Size: 2048x2048 (16384kB)" refer to? I can assure you I don't have any images that size. However I have over 48 image backgrounds that are 1024 x 768. What do I do with those larger files? Do I create a background only image folder?
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IntenseMediaDotCom

3 months ago

I use a lot of full size images in my apps: photos, background scenes that change from one page to another. Is there a way to use TexturePacker with these larger files? Is there any way I can optimize my graphics more efficiently using TexturePacker?
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eik

11 months ago

local myImage2 = display.newImage( myImageSheet , sheetInfo:getFrameIndex("hamburger")) On the 3rd parameter there, looks confusing so I just use my own sequencing information. I can't find any examples on the usefulness of 'sheetInfo:getFrameIndex("hamburger")?'
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sathya

a year ago

how to accomodate different device image problem in corona sdk


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AndreasLoew

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sathya ! a year ago

Use "Force Identical Layout" in TexturePacker 3.0.0


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sathya

a year ago

how to solve the different size image problem for different size in corona sdk
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http://www.codeandweb.com/blog/2012/05/09/texturepacker-corona-imagesheet-tutorial

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