Okay, I hit a block when I was starting to think about writing a quick networked multiplayer shoot em up game in LibGdx.
LibGdx texture atlas’s are very handy things because you can store a load of smaller images in one image. This also optimises the GPU draw routines because it doesn’t have to keep swapping textures for each sprite drawn.
I found pre-made free to use sprites fromĀ Kenney.nl, below is a section of what they look like:
Unfortunately though, LibGdx uses .pack files for it’s texture atlas’s and this one come with one that looks like this:
<TextureAtlas imagePath="sprites.png"> <SubTexture name="spaceAstronauts_001.png" x="998" y="847" width="34" height="44"/> <SubTexture name="spaceAstronauts_002.png" x="919" y="142" width="37" height="44"/> <SubTexture name="spaceAstronauts_003.png" x="824" y="0" width="50" height="44"/> ... </TextureAtlas>
Which is completely different to a .pack file.
So without further ado I decided to test out an xml parser to retrieve all the sub-regions from the xml file.
Test code as follows:
[snippet id=”19″]
So, armed with this now, all thanks mainly to working with GWT, I can quickly move on to creating my own class to generate the texture atlas in LibGdx.