<span style="background-color: rgb(255,255,255); color: rgb(51,102,255); font-family: Arial,Helvetica,sans-serif; font-size: 24px;"></span><pre name="code" class="plain"><span style="background-color: rgb(255,sans-serif;"><span style="font-size: 18px; color: rgb(255,0);">cocos2d项目要打包大量图片, 手工设置容易出错, 并且大量重复工作, 累!转换批处理方式。</span></span>
<span style="background-color: rgb(255,sans-serif; font-size: 24px;">TexturePacker命令行说明</span>
TexturePacker - 3.1.2
(c) 2010-2013 by Andreas Loew - www.codeandweb.com
Licensed to: trial user
Updates included until: 2999-01-01
Usage: TexturePacker [options] [<*.png|gif|tif|jpg|swf|...>] [<imagefolder>] [<*.tps>*]
You can specify one or more .png or .tps files or directories for processing.
<folder> Recursively adds all known files in the sprite sheet
<*.tps> *.tps file created with TexturePackerPro (requires pro license)
Additional set options override settings in the *.tps file
<*.swf> Flash requires pro license
<images> Image formats,supported:
bmp Bitmap
gif Graphics Interchange Format
ico Icon (Windows)
jpeg Joint Photographic Experts Group
jpg Joint Photographic Experts Group
mng Multiple-image Network Graphics
pbm Portable Bitmap
pgm Portable Gray Map
pkm PKM file format (etc1)
png Portable Network Graphics
ppm Netpbm color image format
psd Photoshop image format
pvr PowerVR image format
pvr.ccz PowerVR image format (zlib)
pvr.gz PowerVR image format (gz)
pvrtc PowerVR image format
swf Flash
tga Targa image format
tif Tagged Image File Format
tiff Tagged Image File Format
xbm X Pixmap
xpm Image format
Options:
--help Display help text
--version Print version information
--gui Launch in with graphical user interface
Output:
--sheet <filename> Name of the sheet to write,see texture-format for formats available
--texture-format <id> Sets the format for the textures.
The format type is automatically derived from the sheet's file name
if possible.
Available formats:
png - PNG (32bit)
pvr2 - PowerVR Texture Format,Format Version 2
pvr2gz - PowerVR Texture Format,Format Version 2,compressed with gzip
pvr2ccz - PowerVR Texture Format,compressed with zlib,cocos2d header
jpg - JPG image format,lossy compression,no transparency
bmp - 24 bit BMP
tga - Targa Image Format
tiff - Tagged Image File Format
pkm - PKM image format,ETC1 compression
ppm_ascii - Netpbm color image format,ascii version
ppm_binary - Netpbm color image format,binary version
--data <filename> Name of the data file to write
--format <format> Format to write,default is cocos2d
Available formats:
2dtoolkit 2D Toolkit exporter
andengine Format for AndEngine
agk Format for AppGameKit
batterytech BatteryTech Exporter
bhive Format for BHive
caatexporter Exporter for CAAT - the Canvas Advanced Animation Toolkit
cegui Format for CEGUI / OGRE
cocos2d plist format for cocos2d
cocos2d-0.99.4 plist format for 'old' cocos2d
cocos2d-original plist format for 'old' (original version)
corona-imagesheet Exporter for Corona SDK using new image sheet format.
corona lua file for Corona TM SDK
css css format for web design
easeljs Exporter for EaselJS. Animations not yet supported.
xml Generic XML format
gideros Format for Gideros
json-array text file for json/html as array
json text file for json/html as hash
kwik2 Exporter for Kwik 2 using new image sheet format.
less Creates a LESS file that can be incorporated into a sprites arrangement
libgdx text file for lib GDX
libRocket Exporter to demonstrate how to crate your own exporters
moai Format for Moai
orx Orx Exporter
sass-mixins Exporter for SASS.
shiva3d Exporter for Shiva3D.
slick2d Format for Slick2D
sparrow xml file for Sparrow/Starling SDK
spritekit plist format for spritekit
tresensa Exporter for TreSensa TGE.
uikit Exporter for UIKit
unity text file for Unity3D,json format but .txt ending
vplay JSON file for V-Play engine
x2d Export to x2d engine format.
plain Exporter to demonstrate how to crate your own exporters
--force-publish Ignore smart update hash and force re-publishing of the files
--auto-sd Automatically creates additional standard definition file (50% scale)
Requires data and texture file name to end with @2x or -hd
e.g. sheet-hd.plist
This is a convenience function for compatibility with TexturePacker 2.x.x
For more powerful options see section AutoSD below
--texturepath <path> Adds the path to the texture file name stored in the data file.
Use this if your sprite sheets are not stored in another folder than your data files.
--trim-sprite-names Removes .png,.bmp and .jpg from sprite names
--replace <regexp>=<string> Replaces matching parts of the sprite's name with <string>
Uses full regular expressions,make sure to escape the expression
--ignore-files <regexp> Ignores all images fitting the given pattern (may be used several times)
You can use * and ?,make sure to escape the wildcards when working with bash
AutoSD:
--main-extension <string> This is the part of the file name that is removed from the main file name when
creating the auto-sd variants. Usual values are @4x,@2x,-hd,-ipadhd
--autosd-variant <expr> Adds an AutoSD-Variant. Format of the expr
<scale>:<extension>[:allowfraction][:<width>:[<height>]]
<scale> floating point value,e.g. 0.5
<extension> value that will replace the main extension in the file name,e.g. @2x
allowfraction allow floating point values for this scaling if no common
base factor can be calculated (force identical layout)
<width> optional maximum width of the texture,default is 2048
<height> optional maximum height of the texture
if not present the same value as width will be used
--force-identical-layout Preserves the layout across multiple AutoSD variants
Might require enabling allowfraction on some variants if no common
base factor can be derived
Algorithm settings:
--algorithm <name> Choose algorithm
MaxRects Powerful packing algorithm (extended)
Basic Simple algorithm for tilemaps and atlases (free)
MaxRects
--maxrects-heuristics Heuristic for MaxRects algorithm
Best - Best
ShortSideFit - ShortSideFit
LongSideFit - LongSideFit
AreaFit - AreaFit
BottomLeft - BottomLeft
ContactPoint - ContactPoint
Basic
--basic-sort-by Sort order for the sprite list
Best - Best
Name - Name
Width - Width
Height - Height
Area - Area
Circumference - Circumference
--basic-order Sorting direction
Ascending - Ascending
Descending - Descending
Dimensions and layout:
--width <int> Sets fixed width for texture
--height <int> Sets fixed height for texture
--max-width <int> Sets the maximum width for the texture in auto size mode,default is 2048
--max-height <int> Sets the maximum height for the texture in auto size mode,default is 2048
--max-size <int> Sets the maximum width and height for the texture in auto size mode,default is 2048
--size-constraints <value> Restrict sizes
POT - Power of 2 (2,4,8,16,32,...)
AnySize - Minimum size
NPOT - Any size but power of 2
--force-squared Force squared texture
--force-word-aligned Forces word alignment of the texture
--pack-mode <mode> Optimization mode: Fast,Good,Best
--multipack Create multiple sprite sheets if not all sprites match into a single one
--common-divisor-x <int> Resizes sprites - widths will be divisible by this value
--common-divisor-y <int> Resizes sprites - heights will be divisible by this value
Padding and rotation:
--shape-padding <int> Sets a padding around each shape,value is in pixels,default is 2
--border-padding <int> Sets a padding around each the border,default is 2
--padding <int> Sets a padding around each shape,and to the border,default is 2
--inner-padding <int> Adds an inner padding around the sprite. The padding is added to the sprite's size,default 0
--enable-rotation Enables rotation of sprites (overriding file format's defaults)
--disable-rotation Disables rotation of sprites (overriding file format's defaults)
--trim-mode <value> Remove transparent parts of a sprite to shrink atlas size and speed up rendering
None - Keep transparent pixels
Trim - Remove transparent pixels,use original size.
Crop - Remove transparent pixels,use trimmed size,flush position.
CropKeepPos - Remove transparent pixels,keep position.
--trim-threshold <int> Trim alpha values under the threshold value 1..255,default is 1
--disable-auto-alias Disables automated alias creation
Graphics optimization (extended only):
--opt <pixelformat> Optimized output for given pixel formats. Supported formats are:
RGBA8888 - 32bit,8bit/channel,8bit transparency
BGRA8888 - 32bit,8bit transparency
RGBA4444 - 16bit,4bit/channel,4bit transparency
RGB888 - 24bit,no transparency
RGB565 - 16bit,5bit red,6bit green,5bit blue,no transparancy
RGBA5551 - 16bit,5bit/channel,1bit transparancy
RGBA5555 - 20bit,5bit transparancy
PVRTC2 - PVRTC compression,2bit per pixel,PVR files only
PVRTC4 - PVRTC compression,4bit per pixel,PVR files only
PVRTC2_NOALPHA - PVRTC compression,PVR files only
PVRTC4_NOALPHA - PVRTC compression,PVR files only
ALPHA - 8bit transparency
ALPHA_INTENSITY - 8bit intensity,8bit transparency
ETC1 - ETC1 compression (PKM file only)
--dither-none-nn No dithering,nearest neighbour (non linear color reduction,may lead to lower contrast),default
--dither-none-linear No dithering,linear color reduction,better contrast,but may be darker than original
--dither-fs Enables Floyd-Steinberg dithering without alpha for color reduction
--dither-fs-alpha Enables Floyd-Steinberg dithering with alpha for color reduction
--dither-atkinson Enables Atkinson dithering without alpha for color reduction
--dither-atkinson-alpha Enables Atkinson dithering with alpha for color reduction
--background-color <rrggbb> Set solid background color,default is none,which is transparent
The value is a tuple of 3 hexadezimal digit pairs,each pair represents
a color channel in order red,green,blue,E.g. ff0000 for red,ffffff for white
--jpg-quality <value> Sets the quality for jpg export: -1 for default,0..100 where 0 is low quality
--flip-pvr Flips PVR files vertically (used for unity framework)
--premultiply-alpha Premultiply alpha values (shoud be used with PVRs for cocos2d)
--dpi <value> Set dpi for output image (default is 72)
--heuristic-mask Removes equal colored pixels from the border of sprites. Creating a transparency mask
--png-opt-level <value> Optimization level for optipng based compressing (0=off,7=extreme),default is 2
on sprites which use one unique color as transparent color.
--content-protection <key> Content protection: Encrypt pvr.ccz files.
Key: 128 bit,32 hex digits [A-F0-9]
--reduce-border-artifacts Removes dark shadows around sprites
--extrude <int> Extrudes the sprites by given value of pixels to fix flickering problems in tile maps
--scale <float> Scales all images before creating the sheet. E.g. use 0.5 for half size
--scale-mode <mode> Use mode for scaling:
Smooth - Smooth
Fast - Fast (Nearest Neighbor)
Scale2x - Scale2x (fixed 2x upscaling)
Scale3x - Scale2x (fixed 3x upscaling)
Scale4x - Scale4x (fixed 4x upscaling)
Eagle - Eagle2x (fixed 2x upscaling)
Hq2x - Hq2x (fixed 2x upscaling)
Additional settings for AndEngine:
--andengine-java <filename> File name for the java definitions
--andengine-packagename <name> Package name for the java definitions
--andengine-wraps <Clamp|Repeat> Texture wrapping parameter (see opengl/andengine documentation)
--andengine-wrapt <Clamp|Repeat> Texture wrapping parameter (see opengl/andengine documentation)
--andengine-minfilter <name> Min filter (Nearest,Linear,LinearMipmapLinear,LinearMipmapNearest,NearestMipmapLinear,NearestMipmapNearest)
--andengine-magfilter <name> Mag filter (MagNearest,MagLinear)
Debugging:
--shape-debug Creates Boxes around shapes for debugging
--verbose Be verbose
--quiet No output except for errors
--license-info Prints information about the currently installed license
Examples:
TexturePacker assets/*.png
creates out.plist and out.png from all png files in assets
trimming all files and creating a texture with max. 2048x2048px
TexturePacker --data main-hd.plist --format cocos2d --sheet main-hd.png assets/*.png
creates main-hd.plist and main-hd.png from all png files in assets
trimming all files and creating a texture with max. 2048x2048px
TexturePacker --scale 0.5 --max-size 1024 --data main-sd.plist --format cocos2d --sheet main-sd.png assets/*.png
creates main-sd.plist and main-sd.png from all png files in assets
scaling all images to 50%,trimming all files and creating
a texture with max. 1024x1024px
注意:
说明下面的Examples有问题, 会提示error: Error in sprite:.png: Failed to load image!, 可以去掉路径末尾的*.png
下面是自己的写的dat文件:
@echo 批处理开始... @echo off if "%1"=="" ( echo "Usage: tool.bat direct name."
<span style="white-space:pre"> </span>pause exit ) else ( cd %~dp0\%1 ) set cmd="D:/Program Files (x86)/CodeAndWeb/TexturePacker/bin/TexturePacker.exe" for /d %%i in (*) do ( echo %%i %cmd% --texture-format pvr2ccz --sheet %%i".pvr.ccz" --data %%i".plist" --enable-rotation --opt RGBA4444 --smart-update --dither-fs-alpha --premultiply-alpha %%i ) echo 批处理结束... cd ..
该批处理文件的要求格式是这样的:
.......
例如:
pic
flagAnim
share
View
测试结果:
原文链接:https://www.f2er.com/cocos2dx/345229.html