In this post we continue with our previous two tutorials by loading the TexturePacker and PhysicsEditor data into our Corona SDK project. In case you missed the previous two tutorials you can visit them via the links below.
- PhysicsEditor and Corona SDK
- TexturePacker and Corona SDK
You should have the following TexturePacker and PhysicsEditor output files in your project:
- platformshapes.lua (PhysicsEditor, indicating the shapes of each display object).
- platformSheet.lua (a lua file with the definition of your image sheet) (TexturePacker).
- platformsheet.png (an png file with the images of TexturePacker).
I used TexturePacker to organize some of my art work for Rolly Bear World. In the Rolly Bear World game the player needs to move around different platforms to guide Rolly Bear to the treasure chest. All the objects which can be dragged and moved by the player I included in one single image sheet using TexturePacker. Why? TexturePacker is a great tool to keep your project organized so you don’t get to many image files in your project; as TexturePacker creates one image sheet with a large part of my art work it saves memory and thus increase the performance of the game. Lets not forget it is super easy to create the required @2x files for re-scaling across devices. If you missed the discussion around re-scaling for different devices read this post.
In case you you dont use TexturePacker yet for your Corona SDK developments, check it out here: http://www.codeandweb.com/texturepacker/.