1

我试图用一个简单的动画制作一个节点,所以我用每个单独的帧创建了一个动画作为 .png 文件,我将它们全部放在一个文件夹中,并将其命名为 stoneanimation2.atlas 。

这是我试过的代码:

SKTextureAtlas *atlas = [SKTextureAtlas atlasNamed:@"stoneanimation2"];


    SKTexture *stone2 = [atlas textureNamed:@"stone2.png"];
    SKTexture *stone3 = [atlas textureNamed:@"stone3.png"];
    SKTexture *stone4 = [atlas textureNamed:@"stone4.png"];
    SKTexture *stone5 = [atlas textureNamed:@"stone5.png"];
    SKTexture *stone6 = [atlas textureNamed:@"stone6.png"];
    SKTexture *stone7 = [atlas textureNamed:@"stone7.png"];
    SKTexture *stone8 = [atlas textureNamed:@"stone8.png"];
    SKTexture *stone9 = [atlas textureNamed:@"stone9.png"];
    SKTexture *stone10 = [atlas textureNamed:@"stone10.png"];
    SKTexture *stone11 = [atlas textureNamed:@"stone11.png"];
    SKTexture *stone12 = [atlas textureNamed:@"stone12.png"];
    SKTexture *stone13 = [atlas textureNamed:@"stone13.png"];
    SKTexture *stone14 = [atlas textureNamed:@"stone14.png"];
    SKTexture *stone15 = [atlas textureNamed:@"stone15.png"];
    SKTexture *stone16 = [atlas textureNamed:@"stone16.png"];
    SKTexture *stone17 = [atlas textureNamed:@"stone17.png"];
    SKTexture *stone18 = [atlas textureNamed:@"stone18.png"];
    SKTexture *stone20 = [atlas textureNamed:@"stone20.png"];
    SKTexture *stone21 = [atlas textureNamed:@"stone21.png"];
    SKTexture *stone22 = [atlas textureNamed:@"stone22.png"];
    SKTexture *stone23 = [atlas textureNamed:@"stone23.png"];
    SKTexture *stone24 = [atlas textureNamed:@"stone24.png"];
    SKTexture *stone25 = [atlas textureNamed:@"stone25.png"];
    SKTexture *stone26 = [atlas textureNamed:@"stone26.png"];
    SKTexture *stone27 = [atlas textureNamed:@"stone27.png"];
    SKTexture *stone28 = [atlas textureNamed:@"stone28.png"];

    NSArray *atlasTexture = @[stone2,stone3,stone4,stone5,stone6,stone7,stone8,stone9,stone10,stone11,stone12,stone13,stone14,stone15,stone16,stone17,stone18,stone20,stone21,stone22,stone23,stone24,stone25,stone26,stone27,stone28];

    stoneAnimation = [SKAction animateWithTextures:atlasTexture timePerFrame:.01];

它以前工作过,当时我只有大约 10 帧。但我决定添加更多,我认为它与图集本身搞砸了,因为 Xcode 说“SpriteKit Texture Atlas Generator Error”这是错误消息:

Command /Applications/Xcode.app/Contents/Developer/Tools/../usr/bin/TextureAtlas failed with exit code 11

每次我完全制作一个新的地图集,或者只是重命名它,看看它是否有效,我都会得到同样的错误。此外,在构建设置中,我将“启用 Atlas Generator”设置为“YES”。我已经尝试过重置IOS模拟器,我能想到的一切!请帮忙!

4

3 回答 3

1

当我的纹理图集中有太多大图像时,这个错误发生在我身上。将其分成两个单独的地图集后,游戏构建良好。

于 2014-11-08T17:34:29.640 回答
1

我发现我的问题是纹理图集没有正确导入,我认为是因为我之前正确导入它然后更改它。所以我有一个?通过项目导航器中的纹理图集。我不需要更改任何代码,我所做的只是右键单击纹理图集并单击:源代码控制 > 添加选定文件。

它与我的代码无关

于 2014-11-09T23:29:02.040 回答
0

添加属性 NSArray *_stoneFrames;

-(void)addObject
 {
  NSMutableArray *stoneAnimationFrames = [NSMutableArray array];
  SKTextureAtlas *stoneAnimatedAtlas = [SKTextureAtlas atlasNamed:@"stoneanimation2"];
  int numImages = stoneAnimatedAtlas.textureNames.count;
  for (int i=1; i <= numImages; i++) {
    NSString *textureName = [NSString stringWithFormat:@"stone%d", i];
    SKTexture *temp = [stoneAnimatedAtlas textureNamed:textureName];
    [stoneAnimationFrames addObject:temp];
  }
 _stoneFrames = stoneAnimationFrames;
 SKTexture *temp = _stoneFrames[0];
 _stone = [SKSpriteNode spriteNodeWithTexture:temp];
 [self addChild:_stone];
 [self animateStone];
}

-(void)animateStone
 {
      [_stone runAction:[SKAction repeatActionForever:
                  [SKAction animateWithTextures:_stoneFrames
                                   timePerFrame:0.1f
                                         resize:NO
                                        restore:YES]] withKey:@"animated Stone"];
    return;
}

您还可以查看此博客文章http://www.raywenderlich.com/45152/sprite-kit-tutorial-animations-and-texture-atlases

于 2014-03-09T23:17:20.897 回答