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https://github.com/EsotericSoftware/spine-runtimes.git
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[haxe] 4.3 porting WIP.
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@ -69,8 +69,7 @@ class VineExample extends Scene {
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public function onTouch(e:TouchEvent) {
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public function onTouch(e:TouchEvent) {
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var touch = e.getTouch(this);
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var touch = e.getTouch(this);
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if (touch != null && touch.phase == TouchPhase.ENDED) {
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if (touch != null && touch.phase == TouchPhase.ENDED) {
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SceneManager.getInstance().switchScene(new CelestialCircusExample());
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SceneManager.getInstance().switchScene(new SackExample());
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// SceneManager.getInstance().switchScene(new SackExample());
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}
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}
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}
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}
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}
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}
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@ -59,8 +59,8 @@ class PhysicsConstraint extends Constraint<PhysicsConstraint, PhysicsConstraintD
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public var scaleOffset = 0.;
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public var scaleOffset = 0.;
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public var scaleLag = 0.;
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public var scaleLag = 0.;
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public var scaleVelocity = 0.;
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public var scaleVelocity = 0.;
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public var remaining:Float = 0;
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public var remaining = 0.;
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public var lastTime:Float = 0;
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public var lastTime = 0.;
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public function new(data: PhysicsConstraintData, skeleton: Skeleton) {
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public function new(data: PhysicsConstraintData, skeleton: Skeleton) {
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super(data, new PhysicsConstraintPose(), new PhysicsConstraintPose());
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super(data, new PhysicsConstraintPose(), new PhysicsConstraintPose());
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@ -105,8 +105,8 @@ class PhysicsConstraint extends Constraint<PhysicsConstraint, PhysicsConstraintD
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/** Rotates the physics constraint so next update(Physics) forces are applied as if the bone rotated around the
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/** Rotates the physics constraint so next update(Physics) forces are applied as if the bone rotated around the
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* specified point in world space. */
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* specified point in world space. */
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public function rotate (x:Float, y:Float, degrees:Float):Void {
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public function rotate (x:Float, y:Float, degrees:Float):Void {
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var r:Float = degrees * MathUtils.degRad, cos:Float = Math.cos(r), sin:Float = Math.sin(r);
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var r = degrees * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
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var dx:Float = cx - x, dy:Float = cy - y;
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var dx = cx - x, dy = cy - y;
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translate(dx * cos - dy * sin - dx, dx * sin + dy * cos - dy);
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translate(dx * cos - dy * sin - dx, dx * sin + dy * cos - dy);
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}
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}
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@ -111,7 +111,7 @@ class SkeletonJson {
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skeletonData.y = getFloat(skeletonMap, "y");
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skeletonData.y = getFloat(skeletonMap, "y");
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skeletonData.width = getFloat(skeletonMap, "width");
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skeletonData.width = getFloat(skeletonMap, "width");
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skeletonData.height = getFloat(skeletonMap, "height");
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skeletonData.height = getFloat(skeletonMap, "height");
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skeletonData.referenceScale = getFloat(skeletonMap, "referenceScale", 100);
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skeletonData.referenceScale = getFloat(skeletonMap, "referenceScale", 100) * scale;
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skeletonData.fps = getFloat(skeletonMap, "fps");
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skeletonData.fps = getFloat(skeletonMap, "fps");
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skeletonData.imagesPath = getString(skeletonMap, "images", "");
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skeletonData.imagesPath = getString(skeletonMap, "images", "");
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skeletonData.audioPath = getString(skeletonMap, "audio", "");
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skeletonData.audioPath = getString(skeletonMap, "audio", "");
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@ -36,11 +36,11 @@ class PhysicsConstraintMassTimeline extends PhysicsConstraintTimeline {
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}
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}
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public function get (pose: PhysicsConstraintPose):Float {
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public function get (pose: PhysicsConstraintPose):Float {
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return pose.massInverse;
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return 1 / pose.massInverse;
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}
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}
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public function set (pose: PhysicsConstraintPose, value:Float):Void {
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public function set (pose: PhysicsConstraintPose, value:Float):Void {
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pose.massInverse = value;
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pose.massInverse = 1 / value;
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}
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}
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public function global (constraint: PhysicsConstraintData):Bool {
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public function global (constraint: PhysicsConstraintData):Bool {
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