Awesome
AS3 2D GPU accelerated engine, easy to use. Discontinued
When you want to generate sprite sheets using Adobe Flash CS6, follow these instructions:
- Save
JSON-Nexus.plugin.jsfl
from the root folder of the github repo toProgram Files\Adobe\Adobe Flash CS6\Common\Configuration\Sprite Sheet Plugins
. - Now open Flash CS6, select the files you want to save as a sprite sheet in your library, press right mouse and click on
Generate Sprite Sheet...
. - Click on the
Data format:
menu and selectJSON-Fixed
, and dont selectRotate
, you can selectTrim
andStack Frames
if you like. The engine uses alpha maps so I would recommend using PNG's without a background color, I also recommend a Shape padding of about 10 pixels when you want to generate normal maps. - Press on Browse and select the location where the source files of your project are, press
Save
and then pressExport
.
Example Code:
var world:SimpleWorld = new SimpleWorld(stage, spriteSheet, spritesPosition, normalMap);
/*
* Creates a new World instance, this initializes the GPU for rendering
* The first variable is the stage so it can get the size of the stage and the framerate
* The second variable is the sprite sheet texture map, this map contains all the objects you want to draw
* The third variable is a string containing the positions passed by the JSON script used to create the sprite sheet
* The last variable is optional, it is a normal map which you can generate using the sprite sheet map
*/
DebugSpriteSheet.saveAsPnG(spriteSheet, spritesPosition, 2048, 2048);
/*
* Optional, this saves a image to your computer where each sprite is labelled with the sprite id that must be used to call on it
* This is very usefull for debugging so you dont have to remember all the id's
* The first variable is the sprite sheet you want to disect
* The second variable is the JSON string used for the sprites positions
* The third and fourth variables are the size of the image you want to saveAsPnG
*/
var object:Box = world.addSprite(spriteId, Box);
/*
* This creates a sprite which is pooled automatically, you can destroy it by using object.die()
* The first variable is the id of the sprite, you can find this using the DebugSpriteSheet function
* The second variable is the type of the object, you can use StaticBox (No scale and rotation), Box, and MovieBox(Animated using multiple sprites)
*/
// Inside a enterFrame Event listener:
world.render(new Point(lightPositionX, lightPositionY));
/*
* This function renders the stage, when you supplied a normal map with the constructor function it uses 3 render passes, and otherwise 1
* The variable that is passes is the position of the light used with the normal map as a Point
*/