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spright is more than a simple sprite sheet packer, it can be used as one though. Its key ideas are:
- Keep all the information about the sprites and tiles, required for being efficiently consumable by the game engine, in a plain text file.
- Instead of forcing one to split each sprite in a separate file and later address them using the filename, it should be possible to keep them in whatever format they are most conveniently to handle.
- It should be possible to give each sprite an ID, group them (e.g. for animations) or further annotate them for game specific purposes.
- The tool should be able to deduce obvious information from the input images and assist with completing the required information.
No graphical user interface is required, a text editor is enough. A program like GIMP, which can overlay a grid over the input sheets one wants to annotate, may be useful though.
Introduction:
Reference:
Usage: spright [-options]
-i, --input <file> input definition file (default: spright.conf).
-o, --output <file> output description file (default: spright.json).
-t, --template <file> template for output description.
-p, --path <path> path to prepend to all output files.
-a, --autocomplete autocomplete input sheet definition.
-d, --debug draw sprite boundaries and pivot points on output.
-h, --help print this help.
-- <args> interpret remaining arguments as a comma separated
list of input definitions.
The special identifiers stdin and stdout can be passed to input and output to enable console redirection.
To pack your sprites into one or more sheets, a simple input definition like the following example is enough:
colorkey
output "sheet{0-}.png"
max-width 1024
max-height 1024
power-of-two true
input "characters/**/*.png"
input "scenery/**/*.png"
Unless specified on the command line spright reads the input definition from spright.conf
in the current directory. To pack the sheets and generate an output description consumable by e.g. Phaser using the phaser.template, call:
spright -t phaser.template
See the input definition section for a description of the available options.
See the output template engine section on how to generate a file consumable by your game engine.
Say you got some nice sprites you would like to use in your next game:
"Decorations (32x32).png" | "Old enemies 2.png" | "misc_scenery.png" | "Orc Attack/Frame{01-04}.png" |
---|---|---|---|
|
And your game engine supports efficiently packed sprite sheets like this:
Then you may want to use spright to define the sprites within their original sources and directly pack the sheet from there.
To do so, start by creating a spright.conf
containing the essential information:
colorkey
padding 1
input "Decorations (32x32).png"
grid 32 32
input "Old enemies 2.png"
grid 16 16
input "Orc Attack/Frame{01-04}.png"
input "misc_scenery.png"
atlas
When spright is called without command line arguments, the input definition is read from spright.conf
and it writes a spright0.png
containing the packed sprites and a spright.json
file containing the output description.
Passing the argument -a or --autocomplete activates the auto-completion, which extends spright.conf
with automatically deduced information:
input "Decorations (32x32).png"
grid 32 32
sprite
sprite
sprite
sprite
sprite
row 1
sprite
sprite
sprite
sprite
sprite
...
It detected that Decorations (32x32).png
contains five sprites per row and added them below...
For sheets without grids it adds the sprites' rectangles:
...
input "misc_scenery.png"
atlas
sprite
rect 78 12 6 27
sprite
rect 88 12 4 24
sprite
rect 97 9 6 34
sprite
rect 107 8 7 40
sprite
rect 6 17 17 52
...
Now you can complete the definition manually by e.g. giving the sprites IDs and customizing their pivot points:
colorkey
padding 1
input "Decorations (32x32).png"
grid 32 32
pivot left top
sprite "banner_top"
sprite "platform_1_left"
sprite "platform_1_middle"
sprite "platform_1_right"
sprite "platform_1_sole"
row 2
sprite "banner_middle"
sprite "platform_2_left"
sprite "platform_2_middle"
sprite "platform_2_right"
sprite "platform_2_sole"
row 3
sprite "banner_bottom_1"
...
Auto-completion can be executed anytime, but it currently only touches inputs without any defined sprites.
You can also tag sprites to define animations or other game specific properties and leave sprites you do not want to directly address without ID:
...
input "Old enemies 2.png"
grid 16 16
tag anim "blue_enemy_idle"
sprite
sprite
tag anim "blue_enemy_dead"
sprite
tag anim "blue_enemy_jump"
sprite
row 1
tag anim "blue_enemy_run"
sprite
sprite
sprite
sprite
sprite
sprite
row 2
...
The following section clarifies the effect of hierarchies.
See the output template engine section on how to generate a file consumable by your game engine.
Indentation is relevant in the hierarchical input definition file. There are two scoping rules:
- A definition affects succeeding subjects on the same or a sub-level.
- A definition affects its parent subject.
The comments in the following sample should exemplify these:
pivot center middle # sets default pivot point
input "furniture.png"
pivot center bottom # sets pivot point within "furniture.png"
sprite "chair"
sprite "lamp"
pivot center top # sets pivot point of "lamp"
sprite "bed"
input "characters.png"
sprite "player"
sprite "bird"
pivot center bottom # sets pivot point of "bird"
sprite "wolf" # "wolf" still gets the default pivot point
The following table contains a list of all definitions, with the subject each affects, the expected arguments and a description. Optional arguments are enclosed in square brackets. Unless specified otherwise, optional booleans default to true, numbers default to 1, and an additional value defaults to the first value.
Definition | Subject | Arguments | Description |
---|---|---|---|
input | - | path | Adds a new input file at path. It can contain wildcards (e.g. "sprites/**/*.png") or it can describe an un-/bounded sequence of files (e.g. "frames_{0-}.png, frames_{0001-0013}.png"). |
path | input | path | A path which should be prepended to the input's path. |
colorkey | input | [color] | Specifies that the input has a color, which should be considered transparent (in hex notation e.g. FF00FF). |
grid | input | x, [y] | Specifies that the input contains multiple sprites, arranged in a grid of a certain cell size. In this mode the rect of each sprite is deduced from the grid. Each sprite automatically advances the current cell horizontally. |
grid-offset | input | x, [y] | Offsets the grid from the top-left corner. |
grid-spacing | input | x, [y] | Sets a spacing between the grid cells. |
row | input | row | Sets a sprite's vertical offset within a grid (starting with 0). |
skip | input | [columns] | Skips one or more horizontal grid cells. |
span | input | columns, rows | Sets the number of grid cells a sprite spans. |
atlas | input | [pixels] | Specifies that the input contains multiple unaligned sprites, separated by more than a specific number of transparent pixel rows. |
sprite | input | [id] | Adds a new sprite to an input sheet (id defaults to an empty string). |
id | sprite | id | Sets a sprite's id. Can contain the placeholder %i, which is replaced by the sprite index. |
rect | sprite | x, y, width, height | Sets a sprite's rectangle in the input sheet. |
pivot | sprite | pivot-x, pivot-y | Sets the horizontal (left, center, right) and vertical (top, middle, bottom) alignment of a sprite's pivot point. Alternatively the coordinates of the pivot point can be specified. |
tag | sprite | key, [value] | Adds a tag to a sprite (value defaults to an empty string). |
trim | sprite | trim-mode | Enables trimming, which reduces the sprite to the non-transparent region: - none : Do not trim. - rect : Trim to rectangular region (default). - convex : Trim to convex region (vertices are set in output description). |
trim-channel | sprite | channel | Sets the channel which should be considered during trimming: - alpha : The alpha channel of a pixel (default). - gray : The gray level of the pixel. |
trim-threshold | sprite | value | Sets the value which should be considered non-transparent during trimming (1 - 255). |
trim-margin | sprite | [pixels] | Sets a number of transparent pixel rows around the sprite, which should not be removed by trimming. |
crop | sprite | [boolean] | Sets whether the sprite's rectangle should be reduced to the trimmed bounds. |
extrude | sprite | [pixels] | Adds a padding around the sprite and fills it with the sprite's border pixel color. |
common-divisor | sprite | x, [y] | Restricts the sprite's size to be divisible by a certain number of pixels. Smaller sprites are filled up with transparency. |
output | input | path | Sets the output texture's path. It can describe an un-/bounded sequence of files (e.g. "sheet{0-}.png"). |
pack | output | pack-method | Sets the method, which is used for placing the sprites on the output textures: - binpack : Tries to reduce the texture size, while keeping the sprites' (trimmed) rectangles apart (default). - compact : Tries to reduce the texture size, while keeping the sprites' convex outlines apart. - single : Put each sprite on its own texture. |
width | output | width | Sets a fixed output texture width. |
height | output | height | Sets a fixed output texture height. |
max-width | output | width | Sets a maximum output texture width. |
max-height | output | height | Sets a maximum output texture height. |
power-of-two | output | [boolean] | Restricts the output texture's size to be a power of two. |
square | output | [boolean] | Restricts the output texture's size to be square. |
align-width | output | pixels | Restricts the output texture's width to be divisible by a certain number of pixels. |
allow-rotate | output | [boolean] | Allows to rotate sprites by 90 degrees for improved packing performance. |
padding | output | [pixels], [pixels] | Sets the space between two sprites / the space between a sprite and the texture's border. |
duplicates | output | dedupe-mode | Sets how identical sprites should be processed: - keep : Disable duplicate detection (default). - share : Identical sprites should share pixels on the output texture. - drop : Duplicates should be dropped. |
alpha | output | alpha-mode [color] |
Sets an operation depending on the pixels' alpha values: - keep : Keep source color and alpha. - clear : Set color of fully transparent pixels to black. - bleed : Set color of fully transparent pixels to their nearest non-fully transparent pixel's color. - premultiply : Premultiply colors with alpha values. - colorkey : Replace fully transparent pixels with the specified color and make all others opaque. |
group | - | - | Can be used for opening a new scope, to limit for example the effect of a tag. |
By default a JSON file containing all the information about the sprites is written to spright.json
. It has the following structure:
{
"sprites": [
SPRITE
],
"tags": [
{
"key": "key",
"value": "value",
"sprites": [
SPRITE
]
}
],
"textures": [
{
"filename": "path/source.png",
"width": 256,
"height": 256,
"sprites": [
SPRITE
]
}
]
}
So each sprite can appear in multiple contexts. SPRITE represents objects with the following structure:
{
"filename": "spright0.png",
"id": "sprite_0",
"pivot": { "x": 0, "y": 0 },
"rect": { "x": 0, "y": 0, "w": 16, "h": 16 },
"rotated": false,
"sourceFilename": "source.png",
"sourcePath": "path",
"sourceRect": { "x": 0, "y": 0, "w": 16, "h": 16 },
"trimmedRect": { "x": 0, "y": 0, "w": 16, "h": 16 },
"trimmedSourceRect": { "x": 0, "y": 0, "w": 16, "h": 16 },
"vertices": [ { "x": 0, "y": 0 }, ... ],
"tags": { "key": "value" }
}
For example, spright.json was generated from the sample above. As you can see, it is very verbose and only intended as an intermediate file, which should be transformed using the template engine.
With the power of the inja template engine it should be possible to transform the output description to a text file consumable by your game engine.
A template is selected with the -t or --template and the output filename with the -o or --output parameter:
spright -t cpp.template -o spright.h
This is what a simple template, that transforms the IDs of the output description's sprites into a JavaScript array initialization, looks like:
let sprite_ids = [
{% for sprite in sprites %}
"{{ sprite.id }}",
{% endfor %}
];
For information about the functionality of the template engine, please see the inja reference and the provided templates:
Target | Template |
---|---|
C++ | cpp.template |
Phaser 3 | phaser.template |
Phaser 2 | phaser2.template |
The C++ template is just an example for how the sprite description can be directly embedded in code. This spright.h was generated from the sample, using the cpp.template template.
A C++17 conforming compiler is required. A script for the CMake build system is provided.
Installing dependencies on Debian Linux and derivatives:
sudo apt install build-essential git cmake
Checking out the source:
git clone --recurse-submodules https://github.com/houmain/spright
Building:
cd spright
cmake -B build
cmake --build build
It is released under the GNU GPLv3. It comes with absolutely no warranty. Please see LICENSE
for license details.