![]() ![]() Stream.open(this._selectedAtlasFile, FileMode.READ) Var stream:FileStream = new FileStream() Private function convertButton_clickHandler(event:MouseEvent):void Private function file_cancelHandler(event:Event):void This._selectedAtlasFile.removeEventListener(Event.CANCEL, file_cancelHandler) This._selectedAtlasFile.removeEventListener(Event.SELECT, file_selectHandler) ![]() Private function file_selectHandler(event:Event):void This._selectedAtlasFile.browseForOpen("Select Sparrow/Starling Texture Atlas XML", ) This._selectedAtlasFile.addEventListener(Event.CANCEL, file_cancelHandler) This._selectedAtlasFile.addEventListener(Event.SELECT, file_selectHandler) Private function chooseFileButton_clickHandler(event:MouseEvent):void Private function nativeDragDropHandler(event:NativeDragEvent):void If(!(ClipboardFormats.FILE_LIST_FORMAT))Ĭonst files:Array = (ClipboardFormats.FILE_LIST_FORMAT) as Array ![]() Private function nativeDragEnterHandler(event:NativeDragEvent):void Var yOffset:Number = parseFloat() - charFrameHeight Var charFrameHeight:Number = parseFloat(SubTexture.attribute("frameHeight").toString()) Var charFrameWidth:Number = parseFloat(SubTexture.attribute("frameWidth").toString()) Var charHeight:Number = parseFloat(SubTexture.attribute("height").toString()) Var charWidth:Number = parseFloat(SubTexture.attribute("width").toString()) Var charName:String = SubTexture.attribute("name").toString() Private function convert(atlasXML:XML, atlasBitmapData:BitmapData):XMLĬonst subTextures:XMLList = atlasXML.SubTexture įor each(var SubTexture:XML in subTextures) Since some special characters can't be used in file names, see the LONG_NAME_TO_CODE constant for conversion. The sub-textures need to be named after the character that they represent (so a.png to display lowercase a, b.png for b, etc.). It's been a while since I used it, but I don't think there have been major changes to either format since then, so it should work. I wrote a little Flex app to convert a Starling texture atlas exported from Texture Packer into the proper format for a bitmap font. I customized a font in Photoshop and exported PNGs, but I wanted to end up with a bitmap font. It is mainly used in the production of 3D application, 3D game, 3D website, and 3D animation.I had a similar requirement for one of my old games. It is developed based on the free and open-source 3D game engine – Irrlicht Engine (SWFZ Engine was rewritten from this engine too), and its essence is a simple, lightweight but powerful interactive 3D scenes designing software with concise and clear user interface, convenient operation, and humanized design. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.ĬopperCube (successor of irrEdit) is a free 3D authoring editor, also the most user-friendly 3D game engine. Otherwise, please bear all the consequences by yourself. ![]() Otherwise, you may receive a variety of copyright complaints and have to deal with them by yourself.īefore using (especially downloading) any resources shared by AppNee, please first go to read our F.A.Q. page more or less. To repost or reproduce, you must add an explicit footnote along with the URL to this article!Īny manual or automated whole-website collecting/crawling behaviors are strictly prohibited.Īny resources shared on AppNee are limited to personal study and research only, any form of commercial behaviors are strictly prohibited. This article along with all titles and tags are the original content of AppNee. ![]()
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