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Chipmunk2D engine (Cpp Test: Chipmunk2D - Basic)
Box2D engine (Cpp Test: Box2D - Basic)
Box2D-optimized (This project is currently in alpha)
axmol 2D physics integration API (Cpp Test: Node: Physics)
Outdated/Abandom/Cocos2d-x:
The goals where:
TexturePacker
application outputs when you select the "Cocos2d-x" option.SpriteSheetLoader
interface, then registering this implementation by calling SpriteFrameCache::registerSpriteSheetLoader()
.SpriteSheetFormat::CUSTOM
as the base value. For example, MyFormatId = SpriteSheetFormat::CUSTOM + 10
.GenericJsonArraySpriteSheetLoader
. Use the GenericJsonArraySpriteSheetLoader
and the default PlistSpriteSheetLoader
as examples on how to implement the SpriteSheetLoader
interface.image1.png
, one being for scene1 and another for scene of a game, then you would name them scene1_image1.png
, scene2_image1.png
. The other, and possibly the better method, is to use sub-folders folders to differentiate between frame names, such as scene1/image1.png
and scene2/image1.png
, and ensure that the sub-folder name is not stripped out during sprite sheet creation.此处可能存在不合适展示的内容,页面不予展示。您可通过相关编辑功能自查并修改。
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