Libgdx Texture Packer !!better!! Site

If you're making a game with libGDX, you will eventually need to draw many images (sprites) on the screen. Loading each image as a separate texture is incredibly inefficient and slow. This is where the Texture Packer comes in. What is the Texture Packer? The Texture Packer is a tool that takes multiple individual image files (PNG, JPG, etc.) and combines them into a single large image, called a Texture Atlas . It also generates a metadata file (usually .atlas ) that tells your game where each original image lives inside that big image.

Add the dependency to your core/build.gradle : libgdx texture packer

raw-assets/player/ ├── idle/ │ ├── frame1.png │ └── frame2.png └── run/ ├── run01.png └── run02.png You can access atlas.findRegion("idle/frame1") or atlas.findRegions("run") . If you're making a game with libGDX, you

// 3. Or get an animated region Animation<TextureRegion> walkAnimation = new Animation<>(0.1f, atlas.findRegions("player_walk"), Animation.PlayMode.LOOP); What is the Texture Packer

dependencies // ... your other dependencies compileOnly "com.badlogicgames.gdx:gdx-tools:$gdxVersion"

Run this main method every time you change your assets. Once you have player.atlas and player.png in your assets folder, load and use them:

// Don't forget to dispose! atlas.dispose(); The texture packer uses your folder structure to create region names.