Closed danielgwood closed 11 years ago
I'm actually doing this now, because part of my refactoring plan is introducing a CCSpriteBatchNode, and they can only load from a single texture/texture atlas (otherwise you have to use multiple SpriteBatchNodes, which is utterly pointless).
Going to put the current sprites plus a couple of sample animation frames in, using a trial of TexturePacker (I'll buy a copy in the summer I think, it's ridiculously slick), we can easily swap these out later.
I think it's worth noting that as we're only supporting iOS 5+ (not that we've done that yet... Issue #21), the maximum texture size is 2048x2048 rather than 1024x1024 from <= iPhone 3G.
Once we're sure what images we'll need in the game, we should combine as many as possible into TextureAtlases.