TextureAtlas

public class TextureAtlas

A TextureAtlas is an object that contains multiple textures to be loaded and used as one texture.

Since this engine is tile based I wrote a rather inefficient texture packing script to be insert into the build phase. It creates two new xcassets from an existing one that packs all the sprites together and creates the JSON data.

Seealso

${PROJECT_DIR}/resources/README.md and AtlasGen.py in the same directory.
  • Undocumented

    Declaration

    Swift

    public class TextureAtlas
  • Designated failable initializer. Creates a new texture atlas with corresponding data to unpack it.

    Note

    The name parameter will correspond to a group in your regular xcasset. If no groups are specified the name defaults to Atlas.

  • discussion: This will fail if not using the scripts in ${PROJECT_DIR}/resources or if the manually generated xcasset does not match the format.

  • Declaration

    Swift

    public init?(named: String)

    Parameters

    named

    The name of the atlas to be used. Can be found in the output of the generated xcasset.

    Return Value

    A new instance of TextureAtlas.

  • Unpack a texture from the atlas with a given name.

    Note

    I’m still trying to decide if there is a better way to make a copy.

    Declaration

    Swift

    public func textureNamed(named: String) -> Texture?

    Parameters

    named

    The name of the texture to get.

    Return Value

    A Texture copy from the atlas.