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OverviewFelgo 3 Support (Qt 5) › How do multiresolution spritesheet work?

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  • #8036

    Adderly

    Hey Vplay people,

     

    I’ve been playing around with the multiresolution asset generator, but it is mainly targeted to animations.
    And after the spritesheet is generated there is no other way than the programatic way to know the size of the frames.

    What if i want to have an spritesheet for any king of images besides animations, there is no clear way (if not documented).

     

    What i think is best to deal with this, the spritesheet should have some kind of .json/xml metadata file, to get the specified image in a multiresolution independent way.

    spritesheet{

    name:”image.png”,
    children:[

    {

    “name”:”background”,

    “sd_rect”:[10,10,20,20],

    “hd_rect”:[10,10,25,25],

    “hd2_rect”:[10,10,35,35]
    }

    ]

    }

     

    And then

    ImageButton
    {  
      imageSource: spritesheet.get("background")
    }

     

    I think spritesheet should be that flexible. If there is a way to do it right now, let me know.
    And that implementation could give some flexibility, to the AnimatedSprites too

     

    • This topic was modified 9 years, 8 months ago by  Christian.
    #8043

    Christian
    Felgo Team

    Hi Adderly,

    there is no need to use sprite sheets in Felgo 2 and Qt 5, because they are generated on the fly at runtime. For single images, just put them in the respective +hd and +hd2 folders and use a MultiResolutionImage. For examples, you can have a look at our demo games.

    Cheers, Chris

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