diff --git a/spine-ts/webgl/example/index.html b/spine-ts/webgl/example/index.html
index 695bb4dfa..e81d1a9d3 100644
--- a/spine-ts/webgl/example/index.html
+++ b/spine-ts/webgl/example/index.html
@@ -10,6 +10,7 @@ canvas { position: absolute; width: 100% ;height: 100%; }
+Format:
Skeleton:
Animation:
Skin:
@@ -32,6 +33,7 @@ var shapes;
var lastFrameTime;
var skeletons = {};
+var format = "JSON";
var activeSkeleton = "spineboy";
var pow2 = new spine.Pow(2);
var swirlEffect = new spine.SwirlEffect(0);
@@ -68,21 +70,28 @@ function init () {
debugShader = spine.webgl.Shader.newColored(gl);
shapes = new spine.webgl.ShapeRenderer(gl);
- // Tell AssetManager to load the resources for each skeleton, including the exported .skel file, the .atlas file and the .png
+ // Tell AssetManager to load the resources for each skeleton, including the exported data file, the .atlas file and the .png
// file for the atlas. We then wait until all resources are loaded in the load() method.
assetManager.loadBinary("assets/spineboy-pro.skel");
+ assetManager.loadText("assets/spineboy-pro.json");
assetManager.loadTextureAtlas("assets/spineboy-pma.atlas");
assetManager.loadBinary("assets/raptor-pro.skel");
+ assetManager.loadText("assets/raptor-pro.json");
assetManager.loadTextureAtlas("assets/raptor-pma.atlas");
assetManager.loadBinary("assets/tank-pro.skel");
+ assetManager.loadText("assets/tank-pro.json");
assetManager.loadTextureAtlas("assets/tank-pma.atlas");
assetManager.loadBinary("assets/goblins-pro.skel");
+ assetManager.loadText("assets/goblins-pro.json");
assetManager.loadTextureAtlas("assets/goblins-pma.atlas");
assetManager.loadBinary("assets/vine-pro.skel");
+ assetManager.loadText("assets/vine-pro.json");
assetManager.loadTextureAtlas("assets/vine-pma.atlas");
assetManager.loadBinary("assets/stretchyman-pro.skel");
+ assetManager.loadText("assets/stretchyman-pro.json");
assetManager.loadTextureAtlas("assets/stretchyman-pma.atlas");
assetManager.loadBinary("assets/coin-pro.skel");
+ assetManager.loadText("assets/coin-pro.json");
assetManager.loadTextureAtlas("assets/coin-pma.atlas");
assetManager.loadBinary("assets/mix-and-match-pro.skel");
assetManager.loadText("assets/mix-and-match-pro.json");
@@ -93,15 +102,40 @@ function init () {
function load () {
// Wait until the AssetManager has loaded all resources, then load the skeletons.
if (assetManager.isLoadingComplete()) {
- skeletons["coin"] = loadSkeleton("coin-pro.skel", "animation", true);
- skeletons["goblins"] = loadSkeleton("goblins-pro.skel", "walk", true, "goblin");
- skeletons["mix-and-match-skel"] = loadSkeleton("mix-and-match-pro.skel", "dance", true, "full-skins/girl-blue-cape");
- skeletons["mix-and-match-json"] = loadSkeleton("mix-and-match-pro.json", "dance", true, "full-skins/girl-blue-cape");
- skeletons["raptor"] = loadSkeleton("raptor-pro.skel", "walk", true);
- skeletons["spineboy"] = loadSkeleton("spineboy-pro.skel", "run", true);
- skeletons["stretchyman"] = loadSkeleton("stretchyman-pro.skel", "sneak", true);
- skeletons["tank"] = loadSkeleton("tank-pro.skel", "drive", true);
- skeletons["vine"] = loadSkeleton("vine-pro.skel", "grow", true);
+ skeletons = {
+ coin: {
+ Binary: loadSkeleton("coin-pro.skel", "animation", true),
+ JSON: loadSkeleton("coin-pro.json", "animation", true)
+ },
+ goblins: {
+ Binary: loadSkeleton("goblins-pro.skel", "walk", true, "goblin"),
+ JSON: loadSkeleton("goblins-pro.json", "walk", true, "goblin")
+ },
+ "mix-and-match-pro": {
+ Binary: loadSkeleton("mix-and-match-pro.skel", "dance", true, "full-skins/girl-blue-cape"),
+ JSON: loadSkeleton("mix-and-match-pro.json", "dance", true, "full-skins/girl-blue-cape")
+ },
+ raptor: {
+ Binary: loadSkeleton("raptor-pro.skel", "walk", true),
+ JSON: loadSkeleton("raptor-pro.json", "walk", true)
+ },
+ spineboy: {
+ Binary: loadSkeleton("spineboy-pro.skel", "run", true),
+ JSON: loadSkeleton("spineboy-pro.json", "run", true)
+ },
+ stretchyman: {
+ Binary: loadSkeleton("stretchyman-pro.skel", "sneak", true),
+ JSON: loadSkeleton("stretchyman-pro.json", "sneak", true)
+ },
+ tank: {
+ Binary: loadSkeleton("tank-pro.skel", "drive", true),
+ JSON: loadSkeleton("tank-pro.json", "drive", true)
+ },
+ vine: {
+ Binary: loadSkeleton("vine-pro.skel", "grow", true),
+ JSON: loadSkeleton("vine-pro.json", "grow", true)
+ }
+ };
setupUI();
lastFrameTime = Date.now() / 1000;
requestAnimationFrame(render); // Loading is done, call render every frame.
@@ -131,7 +165,7 @@ function loadSkeleton (name, initialAnimation, premultipliedAlpha, skin) {
// Create an AnimationState, and set the initial animation in looping mode.
var animationStateData = new spine.AnimationStateData(skeleton.data);
var animationState = new spine.AnimationState(animationStateData);
- if (name == "spineboy-pro.skel") {
+ if (name == "spineboy-pro.skel" || name == "spineboy-pro.json") {
animationStateData.setMix("walk", "run", 1.5)
animationStateData.setMix("run", "jump", 0.2)
animationStateData.setMix("jump", "run", 0.4);
@@ -185,6 +219,9 @@ function calculateSetupPoseBounds(skeleton) {
}
function setupUI () {
+ var formatList = $("#formatList");
+ formatList.append($(""));
+ formatList.append($(""));
var skeletonList = $("#skeletonList");
for (var skeletonName in skeletons) {
var option = $("");
@@ -203,8 +240,8 @@ function setupUI () {
var setupAnimationUI = function() {
var animationList = $("#animationList");
animationList.empty();
- var skeleton = skeletons[activeSkeleton].skeleton;
- var state = skeletons[activeSkeleton].state;
+ var skeleton = skeletons[activeSkeleton][format].skeleton;
+ var state = skeletons[activeSkeleton][format].state;
var activeAnimation = state.tracks[0].animation.name;
for (var i = 0; i < skeleton.data.animations.length; i++) {
var name = skeleton.data.animations[i].name;
@@ -215,8 +252,8 @@ function setupUI () {
}
animationList.change(function() {
- var state = skeletons[activeSkeleton].state;
- var skeleton = skeletons[activeSkeleton].skeleton;
+ var state = skeletons[activeSkeleton][format].state;
+ var skeleton = skeletons[activeSkeleton][format].skeleton;
var animationName = $("#animationList option:selected").text();
skeleton.setToSetupPose();
state.setAnimation(0, animationName, true);
@@ -226,7 +263,7 @@ function setupUI () {
var setupSkinUI = function() {
var skinList = $("#skinList");
skinList.empty();
- var skeleton = skeletons[activeSkeleton].skeleton;
+ var skeleton = skeletons[activeSkeleton][format].skeleton;
var activeSkin = skeleton.skin == null ? "default" : skeleton.skin.name;
for (var i = 0; i < skeleton.data.skins.length; i++) {
var name = skeleton.data.skins[i].name;
@@ -237,7 +274,7 @@ function setupUI () {
}
skinList.change(function() {
- var skeleton = skeletons[activeSkeleton].skeleton;
+ var skeleton = skeletons[activeSkeleton][format].skeleton;
var skinName = $("#skinList option:selected").text();
skeleton.setSkinByName(skinName);
skeleton.setSlotsToSetupPose();
@@ -249,6 +286,13 @@ function setupUI () {
setupAnimationUI();
setupSkinUI();
})
+
+ formatList.change(function() {
+ format = $("#formatList option:selected").text();
+ setupAnimationUI();
+ setupSkinUI();
+ })
+
setupAnimationUI();
setupSkinUI();
}
@@ -265,10 +309,10 @@ function render () {
gl.clear(gl.COLOR_BUFFER_BIT);
// Apply the animation state based on the delta time.
- var skeleton = skeletons[activeSkeleton].skeleton;
- var state = skeletons[activeSkeleton].state;
- var bounds = skeletons[activeSkeleton].bounds;
- var premultipliedAlpha = skeletons[activeSkeleton].premultipliedAlpha;
+ var skeleton = skeletons[activeSkeleton][format].skeleton;
+ var state = skeletons[activeSkeleton][format].state;
+ var bounds = skeletons[activeSkeleton][format].bounds;
+ var premultipliedAlpha = skeletons[activeSkeleton][format].premultipliedAlpha;
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
@@ -326,7 +370,7 @@ function resize () {
}
// Calculations to center the skeleton in the canvas.
- var bounds = skeletons[activeSkeleton].bounds;
+ var bounds = skeletons[activeSkeleton][format].bounds;
var centerX = bounds.offset.x + bounds.size.x / 2;
var centerY = bounds.offset.y + bounds.size.y / 2;
var scaleX = bounds.size.x / canvas.width;