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Demo project with loader code to display animations and images from a sprite sheet

Results 7 UIKit-TexturePacker issues
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## Changes I re-created UI to support auto-layout thus UI will looks okay for all devices. I added 3 `UIView` to act as a parent view before we add those...

Documentation states that sprite frame numbers should begin at 0, but the code actually skips to frame 1. Fixed this. Also made it use a while(YES) loop which I think...

Updated the way animation retina extension can be handled and added simple subfolder path support in the application bundle.

Now, code like this can work: ``` NSDictionary *spriteData = [CAWSpriteReader spritesWithContentOfFile:@"Some/Path/To/sheet.plist"]; ```

Code needs to be updated for latest modern Obj-C and @3 images. Also for Swift. What are the plans?

Does UIKit-TexturePacker support the multipack option out of the box? Or do I need to code that myself?