I\'m trying to animate my game using a sprite sheet. How would I go about cutting out each sprite from the sprite sheet and using the sprite in xcode? I\'m currently using o
I did a fix for getting sprites from top to bottom, left to right.
Also added a totalFrames so if you don't have a sprite with all frames, you can set the total frames so the array only contains the sprites, no blank sprites.
//
// SpriteSheet.swift
//
import SpriteKit
class SpriteSheet {
let texture: SKTexture
let rows: Int
let columns: Int
var margin: CGFloat=0
var spacing: CGFloat=0
var frameSize: CGSize {
return CGSize(width: (self.texture.size().width-(self.margin*2+self.spacing*CGFloat(self.columns-1)))/CGFloat(self.columns),
height: (self.texture.size().height-(self.margin*2+self.spacing*CGFloat(self.rows-1)))/CGFloat(self.rows))
}
init(texture: SKTexture, rows: Int, columns: Int, spacing: CGFloat, margin: CGFloat) {
self.texture=texture
self.rows=rows
self.columns=columns
self.spacing=spacing
self.margin=margin
}
convenience init(texture: SKTexture, rows: Int, columns: Int) {
self.init(texture: texture, rows: rows, columns: columns, spacing: 0, margin: 0)
}
func textureForColumn(column: Int, row: Int)->SKTexture? {
if !(0...self.rows ~= row && 0...self.columns ~= column) {
return nil
}
var textureRect = CGRect(x: self.margin + CGFloat(column) * (self.frameSize.width+self.spacing)-self.spacing, y: self.margin + CGFloat(self.rows - row - 1) * (self.frameSize.height+self.spacing)-self.spacing,
width: self.frameSize.width,
height: self.frameSize.height)
textureRect = CGRect(x: textureRect.origin.x/self.texture.size().width, y: textureRect.origin.y/self.texture.size().height,
width: textureRect.size.width/self.texture.size().width, height: textureRect.size.height/self.texture.size().height)
return SKTexture(rect: textureRect, in: self.texture)
}
}
To call, just add the animation like this:
fileprivate let framesOpening: [SKTexture] = {
let totalFrames = 28
let rows = 6
let columns = 5
let sheet = SpriteSheet(texture: SKTexture(imageNamed: "GETREADY"), rows: rows, columns: columns, spacing: 0, margin: 0)
var frames = [SKTexture]()
var count = 0
for row in (0..
and call it
let sprite1 = SKSpriteNode(texture: framesOpening.first)
let openingAnimation: SKAction = SKAction.animate(with: framesOpening, timePerFrame: 0.2, resize: false, restore: true)
sprite1.position = CGPoint(x: frame.midX, y: frame.midY)
sprite1.zPosition = 2000
self.addChild(sprite1)
sprite1.run(SKAction.repeatForever(openingAnimation))