In this chapter, I focus on working with sprites. You can create sprites in numerous ways from individual image files and texture atlases. I also explain how to create and play sprite animations.
A texture atlas is a regular texture that contains more than one image. Often it’s used to store all animation frames of a single character in one texture, but it’s not limited to that—in fact, you can place any image into a texture atlas. The goal is to get as many images as possible into each texture atlas. To help create a texture atlas, you have a great tool to rely on called TexturePacker, also introduced in this chapter.
Sprite batching is a technique for speeding up the drawing of sprites. As the name implies, batching ...