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generate sprite from sprite sheet
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//http://stackoverflow.com/questions/20271812/use-a-one-image-sprite-sheet-in-sprite-kit-ios | |
Entity *cookie = [[Entity alloc] initWithSpriteSheetNamed:@"cookie_sheet" withinNode:map sourceRect:CGRectMake(0, 0, 32, 32) andNumberOfSprites:6]; | |
- (id) initWithSpriteSheetNamed: (NSString *) spriteSheet withinNode: (SKSpriteNode *) scene sourceRect: (CGRect) source andNumberOfSprites: (int) numberOfSprites { | |
// @param numberOfSprites - the number of sprite images to the left | |
// @param scene - I add my sprite to a map node. Change it to a SKScene | |
// if [self addChild:] is used. | |
NSMutableArray *mAnimatingFrames = [NSMutableArray array]; | |
SKTexture *ssTexture = [SKTexture textureWithImageNamed:spriteSheet]; | |
// Makes the sprite (ssTexture) stay pixelated: | |
ssTexture.filteringMode = SKTextureFilteringNearest; | |
float sx = source.origin.x; | |
float sy = source.origin.y; | |
float sWidth = source.size.width; | |
float sHeight = source.size.height; | |
// IMPORTANT: textureWithRect: uses 1 as 100% of the sprite. | |
// This is why division from the original sprite is necessary. | |
// Also why sx is incremented by a fraction. | |
for (int i = 0; i < numberOfSprites; i++) { | |
CGRect cutter = CGRectMake(sx, sy/ssTexture.size.width, sWidth/ssTexture.size.width, sHeight/ssTexture.size.height); | |
SKTexture *temp = [SKTexture textureWithRect:cutter inTexture:ssTexture]; | |
[mAnimatingFrames addObject:temp]; | |
sx+=sWidth/ssTexture.size.width; | |
} | |
self = [Entity spriteNodeWithTexture:mAnimatingFrames[0]]; | |
animatingFrames = mAnimatingFrames; | |
[scene addChild:self]; | |
return self; | |
} |
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