TestsTested | ✗ |
LangLanguage | Obj-CObjective C |
License | WTFPL |
ReleasedLast Release | Dec 2014 |
Maintained by Nacho Soto.
This projects enables you to use spritesheet images for animations under UIKit, in a similar way as you would do in Cocos2D or other game frameworks.
To start, you need to create an instance of NSBSpritesheet
. You can do this, for example, by using NSBTexturePackerSpritesheetFactory
by passing the parsed JSON and image generated by TexturePacker.
NSDictionary *spritesheets = [[NSBTexturePackerSpritesheetFactory factory] spritesheetsWithAnimationsData:data image:image];
The returned dictionary contains all the different animations in the spritesheet. You can now get an individual spritesheet with its name:
NSBSpritesheet *spritesheet = spritesheets[@"Animation"];
Once you have that Spritesheet object you can create the layer:
[[NSBSpritesheetLayer alloc] initWithSpritesheet:spritesheet framesPerSecond:30];
This is a subclass of CALayer
, which means you can set it as a sublayer (- [CALayer addSublayer:]
) or set it as your view layer (+ [UIView layerClass]
).
This class has two methods - (void)animate
and - (void)stop
, which will render the spritesheet at the specified frames per second.