Packs your sprites into a single texture atlas — one image, one JSON, a thousand thank-yous from your game's draw call count. Atlases are how serious 2D games stay fast, and this tool makes building them a drag-and-drop affair.
Features
- Drag-and-drop intake. Drop PNGs in from the File Explorer, your OS, or another tool. The atlas updates live.
- Smart packing. Sprites are arranged efficiently with configurable padding, extrusion (to kill bleed artifacts), and power-of-two output options.
- Live preview. See the packed atlas and every frame's bounds as you go. Click a frame to inspect or rename it.
- Frame naming. Names default to the source filename, but you can rename inline — handy if you want clean keys for
Phaser.Add.Sprite(..., 'atlas', 'frameName'). - Phaser-ready output. The exported atlas is a typed bundle — one user-visible file in your VFS that contains the atlas data (
.pct), the texture PNG(s), and a thumbnail, all moved/renamed/deleted as one unit. - Add to game in one click. Drop the atlas into your project's asset list and the Preloader gets the right
this.load.atlasPCT(...)call injected automatically. - Multiple windows. Build several atlases at once for different parts of your game.
What you walk away with
- A
phaser.atlasbundle saved to your VFS, ready to load into any Phaser scene. - A draw-call count that won't make your phone cry.
- A faster, cleaner, more shippable game.
Atlases are one of those quiet wins that separate "demo on my laptop" from "smooth on a budget Android phone." Worth doing early.