I want to cut a sprite in 6 equivalent parts just with one image, a .png file which I found on the web, no with texturepacker, (the image below by example)
I can take other way, but I want to know if I can do that. any one haves idea?
I'll revise my answer if this isn't what you were asking about, but I think you are asking how to 'manually run an animation' using a spritesheet without a plist. Here's one way. It would be better if you encapsulated this into it's own class, but this can push you in the right direction I think:
ManualAnimationTest.h
@interface ManualAnimationTest : CCLayer
{
CCSprite *animatedSprite;
int x,y;
float animatedSpriteWidth, animatedSpriteHeight;
int animatedSpriteColumns, animatedSpriteRows;
}
@end
ManualAnimationTest.m
#import "ManualAnimationTest.h"
@implementation ManualAnimationTest
-(id) init
{
if( (self=[super init]))
{
CGSize s = [CCDirector sharedDirector].winSize;
x = 0;
y = 0;
animatedSpriteColumns = 3;
animatedSpriteRows = 2;
animatedSpriteWidth = 95.0f;
animatedSpriteHeight = 125.0f;
animatedSprite = [CCSprite spriteWithFile:@"animal_animation.png" rect:CGRectMake(x * animatedSpriteWidth,y * animatedSpriteHeight,animatedSpriteWidth,animatedSpriteHeight)];
[self addChild:animatedSprite];
[animatedSprite setPosition:ccp(s.width / 2.0f, s.height / 2.0f)];
[self schedule:@selector(animateAnimatedSprite) interval:0.5f];
}
return self;
}
-(void) animateAnimatedSprite
{
[animatedSprite setTextureRect:CGRectMake(x * animatedSpriteWidth, y * animatedSpriteHeight, animatedSpriteWidth, animatedSpriteHeight)];
x +=1;
if(x > (animatedSpriteColumns - 1))
{
x = 0;
y +=1;
}
if(y > (animatedSpriteRows - 1))
{
y = 0;
}
}
@end