spine-corona refactoring, easier to use Corona image sheets.

This commit is contained in:
NathanSweet 2013-10-12 14:13:48 +02:00
parent 51b98ca71e
commit 2005404321

View File

@ -32,11 +32,7 @@
------------------------------------------------------------------------------
spine = {}
if (system.getInfo("environment") == "simulator") then
package.path = package.path .. ";".. system.pathForFile("../") .. "/?.lua"
end
spine.utils = require "spine-lua.utils"
spine.SkeletonJson = require "spine-lua.SkeletonJson"
spine.SkeletonData = require "spine-lua.SkeletonData"
@ -51,7 +47,7 @@ spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
spine.Animation = require "spine-lua.Animation"
spine.AnimationStateData = require "spine-lua.AnimationStateData"
spine.AnimationState = require "spine-lua.AnimationState"
spine.utils.readFile = function (fileName, base)
if not base then base = system.ResourceDirectory end
local path = system.pathForFile(fileName, base)
@ -61,50 +57,53 @@ spine.utils.readFile = function (fileName, base)
io.close(file)
return contents
end
local json = require "json"
spine.utils.readJSON = function (text)
return json.decode(text)
end
spine.Skeleton.failed = {} -- Placeholder for an image that failed to load.
spine.Skeleton.new_super = spine.Skeleton.new
function spine.Skeleton.new (skeletonData, group)
-- Skeleton extends a group.
local self = spine.Skeleton.new_super(skeletonData)
self.group = group or display.newGroup()
self.images = {}
-- createImage can customize where images are found.
function self:createImage (attachment)
return display.newImage(attachment.name .. ".png")
end
-- updateWorldTransform positions images.
local updateWorldTransform_super = self.updateWorldTransform
function self:updateWorldTransform ()
updateWorldTransform_super(self)
if not self.images then self.images = {} end
local images = self.images
local skeletonR, skeletonG, skeletonB, skeletonA = self.r, self.g, self.b, self.a
for i,slot in ipairs(self.drawOrder) do
local attachment = slot.attachment
local image = images[slot]
if not attachment then
-- Attachment is gone, remove the image.
if image and image ~= spine.Skeleton.failed then
if not attachment then -- Attachment is gone, remove the image.
if image then
image:removeSelf()
images[slot] = nil
end
else
-- Attachment image has changed.
if image and image.attachment ~= attachment and image ~= spine.Skeleton.failed then
image:removeSelf()
image = nil
if image and image.attachment ~= attachment then -- Attachment image has changed.
if self.modifyImage then
self:modifyImage(image, attachment)
image.lastR, image.lastG, image.lastB, image.lastA = nil, nil, nil, nil
image.attachment = attachment
else -- If no modifier supplied just remove the image and it will be recreated.
image:removeSelf()
images[slot] = nil
image = nil
end
end
-- Create new image.
if not image then
if not image then -- Create new image.
image = self:createImage(attachment)
if image then
image.attachment = attachment
@ -115,50 +114,81 @@ function spine.Skeleton.new (skeletonData, group)
print("Error creating image: " .. attachment.name)
image = spine.Skeleton.failed
end
print(slot.data.additiveBlending)
if slot.data.additiveBlending then
image.blendMode = "add"
end
if slot.data.additiveBlending then image.blendMode = "add" end
images[slot] = image
if i < self.group.numChildren then
self.group:insert(i, image)
else
self.group:insert(image)
end
end
-- Position image based on attachment and bone.
if image ~= spine.Skeleton.failed then
image.x = slot.bone.worldX + attachment.x * slot.bone.m00 + attachment.y * slot.bone.m01
image.y = -(slot.bone.worldY + attachment.x * slot.bone.m10 + attachment.y * slot.bone.m11)
image.rotation = -(slot.bone.worldRotation + attachment.rotation)
local flipX, flipY = ((self.flipX and -1) or 1), ((self.flipY and -1) or 1)
-- fix scaling when attachment is rotated 90 degrees
local x = slot.bone.worldX + attachment.x * slot.bone.m00 + attachment.y * slot.bone.m01
local y = -(slot.bone.worldY + attachment.x * slot.bone.m10 + attachment.y * slot.bone.m11)
if not image.lastX then
image.x, image.y = x, y
image.lastX, image.lastY = x, y
elseif image.lastX ~= x or image.lastY ~= y then
image:translate(x - image.lastX, y - image.lastY)
image.lastX, image.lastY = x, y
end
local xScale = attachment.scaleX * flipX
local yScale = attachment.scaleY * flipY
-- Fix scaling when attachment is rotated 90 or -90.
local rotation = math.abs(attachment.rotation) % 180
if (rotation == 90) then
image.xScale = slot.bone.worldScaleY * attachment.scaleX
image.yScale = slot.bone.worldScaleX * attachment.scaleY
xScale = xScale * slot.bone.worldScaleY
yScale = yScale * slot.bone.worldScaleX
else
if (rotation ~= 0 and (slot.bone.worldScaleX ~= 1 or slot.bone.worldScaleY ~= 1)) then
xScale = xScale * slot.bone.worldScaleX
yScale = yScale * slot.bone.worldScaleY
if rotation ~= 0 and xScale ~= yScale and not image.rotationWarning then
image.rotationWarning = true
print("WARNING: Non-uniform bone scaling with attachments not rotated to\n"
.." cardinal angles will not work as expected with Corona.\n"
.." Bone: "..slot.bone.data.name..", slot: "..slot.data.name..", attachment: "..attachment.name)
end
image.xScale = slot.bone.worldScaleX * attachment.scaleX
image.yScale = slot.bone.worldScaleY * attachment.scaleY
end
if not image.lastScaleX then
image.xScale, image.yScale = xScale, yScale
image.lastScaleX, image.lastScaleY = xScale, yScale
elseif image.lastScaleX ~= xScale or image.lastScaleY ~= yScale then
image:scale(xScale / image.lastScaleX, yScale / image.lastScaleY)
image.lastScaleX, image.lastScaleY = xScale, yScale
end
if self.flipX then
image.xScale = -image.xScale
image.rotation = -image.rotation
rotation = -(slot.bone.worldRotation + attachment.rotation) * flipX * flipY
if not image.lastRotation then
image.rotation = rotation
image.lastRotation = rotation
elseif rotation ~= image.lastRotation then
image:rotate(rotation - image.lastRotation)
image.lastRotation = rotation
end
if self.flipY then
image.yScale = -image.yScale
image.rotation = -image.rotation
local r, g, b, a = skeletonR * slot.r, skeletonG * slot.g, skeletonB * slot.b, skeletonA * slot.a
if image.lastR ~= r or image.lastG ~= g or image.lastB ~= b or not image.lastR then
image:setFillColor(r, g, b)
image.lastR, image.lastG, image.lastB = r, g, b
end
if a and (image.lastA ~= a or not image.lastA) then
image.lastA = a / 255
image.alpha = image.lastA
end
image:setFillColor(self.r * slot.r, self.g * slot.g, self.b * slot.b, self.a * slot.a)
self.group:insert(image)
end
end
end
if self.debug then
for i,bone in ipairs(self.bones) do
if not bone.line then bone.line = display.newLine(0, 0, bone.data.length, 0) end
if not bone.line then
bone.line = display.newLine(0, 0, bone.data.length, 0)
bone.line:setColor(255, 0, 0)
end
bone.line.x = bone.worldX
bone.line.y = -bone.worldY
bone.line.rotation = -bone.worldRotation
@ -174,18 +204,18 @@ function spine.Skeleton.new (skeletonData, group)
else
bone.line.yScale = 1
end
bone.line:setColor(255, 0, 0)
self.group:insert(bone.line)
if not bone.circle then bone.circle = display.newCircle(0, 0, 3) end
if not bone.circle then
bone.circle = display.newCircle(0, 0, 3)
bone.circle:setFillColor(0, 255, 0)
end
bone.circle.x = bone.worldX
bone.circle.y = -bone.worldY
bone.circle:setFillColor(0, 255, 0)
self.group:insert(bone.circle)
end
end
end
return self
end