Texture loader for SpriteKit
Asynchronously cooks textures from bundle resources with source images.
Designed for cases when you don't want to use standard load mechanism from assets-folder.
/* Single textures collection example:
get images from "assetsFolder/bolders" folder, scale down to 0.1 relative to screen height and create texture from each file */
TLTexturesAssetBuilder *texturesAssetBuilder = [[TLTexturesAssetBuilder alloc]initWithBundleFolder:@"assetsFolder/bolders"
screenScaleRatio:0.1f
of:SCREEN_HEIGHT];
/* Texture atlas example:
get images from "assetsFolder/planets" folder, scale up to 1.2 relative to screen width and create texture atlas */
TLTextureAtlasAssetBuilder *textureAtlasAssetBuilder = [[TLTextureAtlasAssetBuilder alloc]initWithBundleFolder:@"assetsFolder/planets"
screenScaleRatio:1.2f
of:SCREEN_WIDTH];
/* Another texture atlas example:
get images from "assetsFolder/ships" folder, scale down to 0.4 relative to screen height and create texture atlas */
TLTextureAtlasAssetBuilder *textureAtlasAssetBuilderB = [[TLTextureAtlasAssetBuilder alloc]initWithBundleFolder:@"assetsFolder/ships"
screenScaleRatio:0.4f
of:SCREEN_HEIGHT];
/* load assets batch async */
[loadDirector startLoadProcessWithAssetBuildersBatch:@[texturesAssetBuilder,textureAtlasAssetBuilder,textureAtlasAssetBuilderB]];
/* load events */
-(void)onAssetsBatchLoaded:(NSDictionary *)loadedAssets{
}
-(void) onAssetsLoadProgress: (CGFloat) assetsLoadProgress{
}