bionac.blogg.se

Corona texturepacker content scaling
Corona texturepacker content scaling









corona texturepacker content scaling

If the textureURL isn't specified then the Loader will take the key and create a filename from that.įor example if the key is "player" and textureURL is null then the Loader will set the URL to be "player.png".

corona texturepacker content scaling

If the URL is relative the Loader.baseURL and Loader.path values will be prepended to it. If you need to control when the JSON is parsed then use Loader.text instead and parse the JSON file as needed. JSON files are automatically parsed upon load. Retrieve the file via Cache.getImage(key). It is used to add the file to the Phaser.Cache upon successful load. If URLs are provided the files are not loaded immediately after calling this method, but are added to the load queue. If you pass a String the data is automatically run through JSON.parse and then immediately added to the Phaser.Cache. Or you can pass in a JSON object or String via the atlasData parameter. You can choose to either load the data externally, by providing a URL to a json file.

#CORONA TEXTUREPACKER CONTENT SCALING SOFTWARE#

If your atlas software has an option to "rotate" the resulting frames, you must disable it. If using Texture Packer we recommend you enable "Trim sprite names". To create the Texture Atlas you can use tools such as: Source code: loader/Loader.js ( Line 22) Public Properties PHYSICS_LIME_CORONA_JSON : number Source code: loader/Loader.js ( Line 322) PHYSICS_PHASER_JSON : number Source code: loader/Loader.js ( Line 328) TEXTURE_ATLAS_JSON_ARRAY : number Source code: loader/Loader.js ( Line 304) TEXTURE_ATLAS_JSON_HASH : number Source code: loader/Loader.js ( Line 310) TEXTURE_ATLAS_JSON_PYXEL : number Source code: loader/Loader.js ( Line 334) TEXTURE_ATLAS_XML_STARLING : number Source code: loader/Loader.js ( Line 316)Īdds a Texture Atlas file to the current load queue. Texture Atlases can be created with tools such as Texture Packer andĪ reference to the currently running game. Load-before behavior of parallel resources is controlled by synchronization points as discussed in withSyncPoint. Parallel loading (see enableParallel) is supported and enabled by default. Image elements) and XHR and provides progress and completion callbacks. The loader uses a combination of tag loading (eg. The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.











Corona texturepacker content scaling