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TexturePacker命令行使用(texturepackergui)

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TexturePacker - 3.1.2(c) - by Andreas Loew - www.codeandweb.comLicensed to: trial userUpdates included until: --Usage: TexturePacker [options] [<*.png|gif|tif|jpg|swf|...>] [<imagefolder>] [<*.tps>*] You can specify one or more .png or .tps files or directories for processing. <folder> Recursively adds all known files in the sprite sheet <*.tps> *.tps file created with TexturePackerPro (requires pro license) Additional set options override settings in the *.tps file <*.swf> Flash requires pro license <images> Image formats, supported: bmp Bitmap gif Graphics Interchange Format ico Icon (Windows) jpeg Joint Photographic Experts Group jpg Joint Photographic Experts Group mng Multiple-image Network Graphics pbm Portable Bitmap pgm Portable Gray Map pkm PKM file format (etc1) png Portable Network Graphics ppm Netpbm color image format psd Photoshop image format pvr PowerVR image format pvr.ccz PowerVR image format (zlib) pvr.gz PowerVR image format (gz) pvrtc PowerVR image format swf Flash tga Targa image format tif Tagged Image File Format tiff Tagged Image File Format xbm X Pixmap xpm Image formatOptions: --help Display help text --version Print version information --gui Launch in with graphical user interface Output: --sheet <filename> Name of the sheet to write, see texture-format for formats available --texture-format <id> Sets the format for the textures. The format type is automatically derived from the sheet's file name if possible. Available formats: png - PNG (bit) pvr2 - PowerVR Texture Format, Format Version 2 pvr2gz - PowerVR Texture Format, Format Version 2, compressed with gzip pvr2ccz - PowerVR Texture Format, Format Version 2, compressed with zlib, cocos2d header jpg - JPG image format, lossy compression, no transparency bmp - bit BMP tga - Targa Image Format tiff - Tagged Image File Format pkm - PKM image format, ETC1 compression ppm_ascii - Netpbm color image format, ascii version ppm_binary - Netpbm color image format, binary version --data <filename> Name of the data file to write --format <format> Format to write, default is cocos2d Available formats: 2dtoolkit 2D Toolkit exporter andengine Format for AndEngine agk Format for AppGameKit batterytech BatteryTech Exporter bhive Format for BHive caatexporter Exporter for CAAT - the Canvas Advanced Animation Toolkit cegui Format for CEGUI / OGRE cocos2d plist format for cocos2d cocos2d-0..4 plist format for 'old' cocos2d cocos2d-original plist format for 'old' (original version) corona-imagesheet Exporter for Corona SDK using new image sheet format. corona lua file for Corona TM SDK css css format for web design easeljs Exporter for EaselJS. Animations not yet supported. xml Generic XML format gideros Format for Gideros json-array text file for json/html as array json text file for json/html as hash kwik2 Exporter for Kwik 2 using new image sheet format. less Creates a LESS file that can be incorporated into a sprites arrangement libgdx text file for lib GDX libRocket Exporter to demonstrate how to crate your own exporters moai Format for Moai orx Orx Exporter sass-mixins Exporter for SASS. shiva3d Exporter for Shiva3D. slick2d Format for Slick2D sparrow xml file for Sparrow/Starling SDK spritekit plist format for spritekit tresensa Exporter for TreSensa TGE. uikit Exporter for UIKit unity text file for Unity3D, json format but .txt ending vplay JSON file for V-Play engine x2d Export to x2d engine format. plain Exporter to demonstrate how to crate your own exporters --force-publish Ignore smart update hash and force re-publishing of the files --auto-sd Automatically creates additional standard definition file (% scale) Requires data and texture file name to end with @2x or -hd e.g. sheet-hd.plist This is a convenience function for compatibility with TexturePacker 2.x.x For more powerful options see section AutoSD below --texturepath <path> Adds the path to the texture file name stored in the data file. Use this if your sprite sheets are not stored in another folder than your data files. --trim-sprite-names Removes .png, .bmp and .jpg from sprite names --replace <regexp>=<string> Replaces matching parts of the sprite's name with <string> Uses full regular expressions, make sure to escape the expression --ignore-files <regexp> Ignores all images fitting the given pattern (may be used several times) You can use * and ?, make sure to escape the wildcards when working with bash AutoSD: --main-extension <string> This is the part of the file name that is removed from the main file name when creating the auto-sd variants. Usual values are @4x, @2x, -hd, -ipadhd --autosd-variant <expr> Adds an AutoSD-Variant. Format of the expr <scale>:<extension>[:allowfraction][:<width>:[<height>]] <scale> floating point value, e.g. 0.5 <extension> value that will replace the main extension in the file name, e.g. @2x allowfraction allow floating point values for this scaling if no common base factor can be calculated (force identical layout) <width> optional maximum width of the texture, default is <height> optional maximum height of the texture if not present the same value as width will be used --force-identical-layout Preserves the layout across multiple AutoSD variants Might require enabling allowfraction on some variants if no common base factor can be derived Algorithm settings: --algorithm <name> Choose algorithm MaxRects Powerful packing algorithm (extended) Basic Simple algorithm for tilemaps and atlases (free) MaxRects --maxrects-heuristics Heuristic for MaxRects algorithm Best - Best ShortSideFit - ShortSideFit LongSideFit - LongSideFit AreaFit - AreaFit BottomLeft - BottomLeft ContactPoint - ContactPoint Basic --basic-sort-by Sort order for the sprite list Best - Best Name - Name Width - Width Height - Height Area - Area Circumference - Circumference --basic-order Sorting direction Ascending - Ascending Descending - Descending Dimensions and layout: --width <int> Sets fixed width for texture --height <int> Sets fixed height for texture --max-width <int> Sets the maximum width for the texture in auto size mode, default is --max-height <int> Sets the maximum height for the texture in auto size mode, default is --max-size <int> Sets the maximum width and height for the texture in auto size mode, default is --size-constraints <value> Restrict sizes POT - Power of 2 (2,4,8,,,...) AnySize - Minimum size NPOT - Any size but power of 2 --force-squared Force squared texture --force-word-aligned Forces word alignment of the texture --pack-mode <mode> Optimization mode: Fast, Good, Best --multipack Create multiple sprite sheets if not all sprites match into a single one --common-divisor-x <int> Resizes sprites - widths will be divisible by this value --common-divisor-y <int> Resizes sprites - heights will be divisible by this value Padding and rotation: --shape-padding <int> Sets a padding around each shape, value is in pixels, default is 2 --border-padding <int> Sets a padding around each the border, value is in pixels, default is 2 --padding <int> Sets a padding around each shape, and to the border, value is in pixels, default is 2 --inner-padding <int> Adds an inner padding around the sprite. The padding is added to the sprite's size, default 0 --enable-rotation Enables rotation of sprites (overriding file format's defaults) --disable-rotation Disables rotation of sprites (overriding file format's defaults) --trim-mode <value> Remove transparent parts of a sprite to shrink atlas size and speed up rendering None - Keep transparent pixels Trim - Remove transparent pixels, use original size. Crop - Remove transparent pixels, use trimmed size, flush position. CropKeepPos - Remove transparent pixels, use trimmed size, keep position. --trim-threshold <int> Trim alpha values under the threshold value 1.., default is 1 --disable-auto-alias Disables automated alias creation Graphics optimization (extended only): --opt <pixelformat> Optimized output for given pixel formats. Supported formats are: RGBA - bit, 8bit/channel, 8bit transparency BGRA - bit, 8bit/channel, 8bit transparency RGBA - bit, 4bit/channel, 4bit transparency RGB - bit, 8bit/channel, no transparency RGB - bit, 5bit red, 6bit green, 5bit blue, no transparancy RGBA - bit, 5bit/channel, 1bit transparancy RGBA - bit, 5bit/channel, 5bit transparancy PVRTC2 - PVRTC compression, 2bit per pixel, PVR files only PVRTC4 - PVRTC compression, 4bit per pixel, PVR files only PVRTC2_NOALPHA - PVRTC compression, 2bit per pixel, PVR files only PVRTC4_NOALPHA - PVRTC compression, 4bit per pixel, PVR files only ALPHA - 8bit transparency ALPHA_INTENSITY - 8bit intensity, 8bit transparency ETC1 - ETC1 compression (PKM file only) --dither-none-nn No dithering, nearest neighbour (non linear color reduction, may lead to lower contrast), default --dither-none-linear No dithering, linear color reduction, better contrast, but may be darker than original --dither-fs Enables Floyd-Steinberg dithering without alpha for color reduction --dither-fs-alpha Enables Floyd-Steinberg dithering with alpha for color reduction --dither-atkinson Enables Atkinson dithering without alpha for color reduction --dither-atkinson-alpha Enables Atkinson dithering with alpha for color reduction --background-color <rrggbb> Set solid background color, default is none, which is transparent The value is a tuple of 3 hexadezimal digit pairs, each pair represents a color channel in order red, green, blue, E.g. ff for red, ffffff for white --jpg-quality <value> Sets the quality for jpg export: -1 for default, 0.. where 0 is low quality --flip-pvr Flips PVR files vertically (used for unity framework) --premultiply-alpha Premultiply alpha values (shoud be used with PVRs for cocos2d) --dpi <value> Set dpi for output image (default is ) --heuristic-mask Removes equal colored pixels from the border of sprites. Creating a transparency mask --png-opt-level <value> Optimization level for optipng based compressing (0=off, 7=extreme), default is 2 on sprites which use one unique color as transparent color. --content-protection <key> Content protection: Encrypt pvr.ccz files. Key: bit, hex digits [A-F0-9] --reduce-border-artifacts Removes dark shadows around sprites --extrude <int> Extrudes the sprites by given value of pixels to fix flickering problems in tile maps --scale <float> Scales all images before creating the sheet. E.g. use 0.5 for half size --scale-mode <mode> Use mode for scaling: Smooth - Smooth Fast - Fast (Nearest Neighbor) Scale2x - Scale2x (fixed 2x upscaling) Scale3x - Scale2x (fixed 3x upscaling) Scale4x - Scale4x (fixed 4x upscaling) Eagle - Eagle2x (fixed 2x upscaling) Hq2x - Hq2x (fixed 2x upscaling) Additional settings for AndEngine: --andengine-java <filename> File name for the java definitions --andengine-packagename <name> Package name for the java definitions --andengine-wraps <Clamp|Repeat> Texture wrapping parameter (see opengl/andengine documentation) --andengine-wrapt <Clamp|Repeat> Texture wrapping parameter (see opengl/andengine documentation) --andengine-minfilter <name> Min filter (Nearest, Linear, LinearMipmapLinear, LinearMipmapNearest, NearestMipmapLinear, NearestMipmapNearest) --andengine-magfilter <name> Mag filter (MagNearest, MagLinear) Debugging: --shape-debug Creates boxes around shapes for debugging --verbose Be verbose --quiet No output except for errors --license-info Prints information about the currently installed licenseExamples: TexturePacker assets/*.png creates out.plist and out.png from all png files in assets trimming all files and creating a texture with max. xpx TexturePacker --data main-hd.plist --format cocos2d --sheet main-hd.png assets/*.png creates main-hd.plist and main-hd.png from all png files in assets trimming all files and creating a texture with max. xpx TexturePacker --scale 0.5 --max-size --data main-sd.plist --format cocos2d --sheet main-sd.png assets/*.png creates main-sd.plist and main-sd.png from all png files in assets scaling all images to %, trimming all files and creating a texture with max. xpx 注意:

说明下面的Examples有问题, 会提示error: Error in sprite: .png: Failed to load image!, 可以去掉路径末尾的*.png

下面是自己的写的dat文件:

该批处理文件的要求&#;式是这样的:

文件

文件(待打包图片)

.......

TexturePacker命令行使用(texturepackergui)

.......

例如:

pic

flagAnim

share

View

测试结果:

《Cocos2d学习之路》一,前序和闹钟 转载请说明出处:

Cocos2d : 模拟IOS时间选择器(循环) 使用引擎:cocos2d-js3.0使用语言:javascript运行平台:手机web---------------------------------------------------------------初步分析:操作过程:滑动,转动,放缓速度

可在 html5 游戏中使用的 js 工具库 可在html5游戏中使用的js工具库作者:木頭时间:September,分类:Utilities,Game使用cocos2d-js3.0开发游戏项目两三个月,积累了几个有意思的工具库,在此做一

标签: texturepackergui

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