Libgdx texturepacker vs texture packer
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#Libgdx texturepacker vs texture packer for android#
No need for anything, just go to the site, specify your image, it automatically guestimates it (and gets it right in my experience) and hit the download button, it’ll even put it in a nice zip for you for android (if you’re not on android you can ignore it and go for the smallest one, since it is a ninepatch and scaleable as high as you want)Ī more up-to-date and functional tool than the below Android SDK one, it was actually created because of the shortcomings of the draw9patch tool, can be found in the weblaf project. Now we need to alter the image, and add black borders where we want toĪllow the image to stretch. These properties areĪdded by padding the image with a 1 pixel border. Image itself, to be able to act as a NinePatch. The NinePatch image needs to have some special properties within the Note: For the SkinPacker to properly recognize/parse NinePatch images The gray area not overlapped by cyan is the scaleable area.Ĭreating and instantiating a NinePatch using SkinPacker Below I have attached an image illustrating what the four integer arguments actually define in the NinePatch. Limitations with instantiating a NinePatch directly (using Libgdx) is that your fixed regions all will be the same square.
![libgdx texturepacker vs texture packer libgdx texturepacker vs texture packer](https://opengameart.org/sites/default/files/base_out_atlas.png)
The button use the standard BitmapFont and some awful colours. Our round image has now scaled with the content length (the text). The result of adding this TextButton to a stage is illustrated below: TextButton button = new TextButton ( "hello world", style ) Create a new TextButtonStyle TextButtonStyle style = new TextButtonStyle ( patch, patch, patch, 0, 0, 0, 0, new BitmapFont (), new Color ( 0.3f, 0.2f, 0.8f, 1 f ), new Color ( 0, 0, 0, 1 f ), new Color ( 0, 0, 0, 1 f )) // Instantiate the Button itself. The simplest form of instantiating a new NinePatch: Not define the stretchable areas on the image, since we will do this in TheĬorners of this button are plain translucent pixels. With NinePatch is that it will wrap around the content we give it, thusĮxpand in the horizontal direction when we feed it some text. My art skills are non existent, so please bear with me on thisĪs one may notice, this “button” is fairly round. (text, other images etc), and can therefore not contain any “specialįeatures” (since this area will be scaled). Keep in mind that some area of your image needs to hold the content It’s basically to create an image, figure out what regions to stretch and note down the pixels of those regions. This is a short introduction to instantiate a NinePatch image manually in code.
![libgdx texturepacker vs texture packer libgdx texturepacker vs texture packer](http://www.hkprogram.com/images/images37/s37_jumpaction4.png)
Creating and instantiating a NinePatch manually When loading a NinePatch using Skins (and the SkinPacker to create them) the process is a bit different.
#Libgdx texturepacker vs texture packer Patch#
When manually creating and instantiating a ninepatch, we are specifying the patch regions in code. In libGDX there are several ways to load resources, which also counts for NinePatches. The corresponding NinePatch class in libGDX is located here (code).Ī NinePatch is used in various of the Scene2d components of Libgdx, The image won’t look stretched (given that it has been created with Property one can create images that repeats either to very small IntroductionĪ NinePatch image is an image with defined “stretchable” areas. The main differences are that skinpacker and texturepacker has been unified in the texturepacker2 and that skins gets loaded in a different way. If you are running of the nightlies, this guide can give some hints, but won’t work as a step-by-step guide. This guide was intended for the old scene2d and the skinpacker (the versions before 0.9.6). This article introduce NinePatch images, how they can be created and how theyĪre used in a libGDX context.
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