I am using SpriteKit
and Texture
Packer. I have a small sequence of animation. I was able to load certain images such as background and logos. But when I try to load the texture
, which has an animation sequence using -
SKSpriteNode *char1 = [SKSpriteNode spriteNodeWithTexture:TEST_TEX_CHARACTER01];
It says SKTexture:Error loading image resource: "character01".
Please help me out!
Texture Packer creates a header file when you tell it you are using SpriteKit. I came across the same issue recently, although it worked just fine in a previous game. Everything appears to be correct in the plist, header and atlas.
I will edit my answer with a solution when I find one.
EDIT:
This turned out to be pretty simple. If you have any images with @2x in the name, change the name to a plain file name (eg ship@2x.png needs to be ship.png).
With that change to any files that need it and re-publishing your atlas from Texture Packer you should be able to use the convenience macro name from the header, eg
SKSpriteNode *ship = [SKSpriteNode spriteNodeWithTexture:ARTWORK_TEX_SHIP];
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