[ts] Example loads both JSON and binary.

This commit is contained in:
Nathan Sweet 2021-06-03 18:03:32 -04:00
parent 7aa940a961
commit 11ea258d8e

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