Game Development Reference
In-Depth Information
We will now add the code to automate the generation process of the texture atlas.
Perform the following steps:
1.
Create a new folder called
assets-raw
under
CanyonBunny-desktop
. Also,
add a subfolder named
assets-raw/images
. This is where we put our image
files to be included in the texture atlas.
2.
Next, open the starter class for
CanyonBunny-desktop
and add the following
two lines of code to import the
TexturePacker
and its
Settings
class:
import com.badlogic.gdx.tools.texturepacker.TexturePacker;
import com.badlogic.gdx.tools.texturepacker.TexturePacker.
Settings;
3.
Then, apply the following changes to
Main.java
in the
CanyonBunny-
desktop
project:
public class Main {
private static boolean rebuildAtlas = true;
private static boolean drawDebugOutline = true;
public static void main(String[] args) {
if (rebuildAtlas) {
Settings settings = new Settings();
settings.maxWidth = 1024;
settings.maxHeight = 1024;
settings.duplicatePadding = false;
settings.debug = drawDebugOutline;
TexturePacker.process(settings, "assets-
raw/images", "../CanyonBunny-android/assets/images",
"canyonbunny.pack");
}
LwjglApplicationConfiguration cfg = new
LwjglApplicationConfiguration();
cfg.title = "CanyonBunny";
cfg.width = 800;
cfg.height = 480;
new LwjglApplication(new CanyonBunnyMain(), cfg);
}
}