I'm trying to create a sprite of a random monster where my images are stored in a folder referenced within the main bundle.
NSString* bundlePath = [[NSBundle mainBundle] bundlePath];
NSString* resourceFolderPath = [NSString stringWithFormat:@"%@/monsters", bundlePath];
NSArray* resourceFiles = [[NSFileManager defaultManager] contentsOfDirectoryAtPath:resourceFolderPath error:nil];
NSInteger randomFileIndex = arc4random() % [resourceFiles count];
NSString* randomFile = [resourceFiles objectAtIndex:randomFileIndex];
SKSpriteNode* tile = [SKSpriteNode spriteNodeWithImageNamed:randomFile];
When I run my code above, I get this error
SKTexture: Error loading image resource: "random_monster.png"
The code works if I reference the image from the main bundle. How can I use a random image from a folder within the app bundle and pass it to SKSpriteNode?
In that case you can't use the spriteNodeWithImageNamed:
method. You have to create the texture yourself from an absolute path and initialize your sprite with that texture:
NSImage *image = [[NSImage alloc] initWithContentsOfFile:absolutePath];
SKTexture *texture = [SKTexture textureWithImage:image];
SKSpriteNode *sprite = [SKSpriteNode spriteNodeWithTexture:texture];
Note that doing so you will lose the performance optimizations that come with using spriteNodeWithImageNamed:
(such as caching and better memory handling)
I recommend putting your images in the main bundle and use a specific naming scheme like this:
monster_001.png
monster_002.png
monster_003.png
etc...
Alternatively, consider using texture atlases.
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