我试图用简单的动画制作节点,所以我创建了一个动画,每个单独的帧都为.png文件,并将它们全部粘贴在一个文件夹中,并将其命名为stoneanimation2.atlas。

这是我尝试的代码:

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];

以前我只有大约10帧时就可以使用。但是我决定添加更多内容,并且我认为它与Atlas本身有些混乱,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

每当我完全制作一个新的图集,或者只是重新命名它,看看是否可行时,我都会遇到相同的错误。另外,在构建设置中,我将“启用Atlas生成器”设置为“是”。而且我尝试过重置IOS模拟器,以及我能想到的一切!请帮忙!

最佳答案

当我的纹理图集中有太多大图像时,发生了此错误。将其分成两个单独的图集后,游戏运行良好。

关于ios - TextureAtlas工具无法读取纹理图集-SpriteKit纹理图集生成器错误,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/22213422/

10-10 07:04