For some odd reason textures from my texture atlas are not loading. I have no idea why.
Below is how I typically declare/code a texture
-(SKSpriteNode *)background {
SKSpriteNode *background;
NSArray *backgroundIpad;
background = [SKSpriteNode spriteNodeWithImageNamed:@"dodgR - main background"];
background.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
background.size = CGSizeMake(1136, 640);
NSArray *backgroundIphone = @[[SKTexture textureWithImageNamed:@"dodgR - animation 1.jpg"],
[SKTexture textureWithImageNamed:@"dodgR - animation 2.jpg"],
[SKTexture textureWithImageNamed:@"dodgR - animation 3.jpg"],
[SKTexture textureWithImageNamed:@"dodgR - animation 4.jpg"],
[SKTexture textureWithImageNamed:@"dodgR - animation 5.jpg"],
[SKTexture textureWithImageNamed:@"dodgR - animation 6.jpg"],
[SKTexture textureWithImageNamed:@"dodgR - animation 7.jpg"],
[SKTexture textureWithImageNamed:@"dodgR - animation 8.jpg"],
[SKTexture textureWithImageNamed:@"dodgR - animation 9.jpg"],
[SKTexture textureWithImageNamed:@"dodgR - animation 10.jpg"]];
SKAction *backgroundIphoneAnimation = [SKAction animateWithTextures:backgroundIphone timePerFrame:0.05];
SKAction *backgroundIphoneRepeat = [SKAction repeatActionForever:backgroundIphoneAnimation];
[background runAction:backgroundIphoneRepeat];
background.name = @"background";
return background;
}
The name of my texture atlas is sprites.atlas Any help will be much appreciated, thanks
Your code above only works when using images not in a texture atlas because it doesn't actually make use of a texture atlas.
Images can't be pulled out of an Atlas (that i know of) without using SKTextureAtlas. So you can't grab those images directly.
SWIFT:
let atlas = SKTextureAtlas(named: "BackgroundImages") // atlas name
var backgroundFrames = [SKTexture]()
let imageCount = atlas.textureNames.count
for var i=1; i<= imageCount/2; i++ {
let textureName = "dodgR - animation \(i)"
backgroundFrames.append(atlas.textureNamed(textureName))
}
OBJECTIVE-C (not tested)
SKTextureAtlas *atlas = [SKTextureAtlas named:@"BackgroundImages"]; // atlas name
NSMutableArray *backgroundFrames = [NSMutableArray new];
int imageCount = atlas.textureNames.count;
for (int i = 1; i <= imageCount/2; i++) {
NSString *textureName = @"dodgR - animation \(i)";
[bacgroundFrames addObject:[atlas textureNamed:textureName]];
}
BONUS: Xcode 7 now allows you to create your sprite atlases right inside the assets folder.