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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
spine-corona refactoring, easier to use Corona image sheets.
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@ -32,11 +32,7 @@
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------------------------------------------------------------------------------
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spine = {}
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if (system.getInfo("environment") == "simulator") then
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package.path = package.path .. ";".. system.pathForFile("../") .. "/?.lua"
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end
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spine.utils = require "spine-lua.utils"
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spine.SkeletonJson = require "spine-lua.SkeletonJson"
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spine.SkeletonData = require "spine-lua.SkeletonData"
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@ -51,7 +47,7 @@ spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
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spine.Animation = require "spine-lua.Animation"
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spine.AnimationStateData = require "spine-lua.AnimationStateData"
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spine.AnimationState = require "spine-lua.AnimationState"
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spine.utils.readFile = function (fileName, base)
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if not base then base = system.ResourceDirectory end
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local path = system.pathForFile(fileName, base)
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@ -61,50 +57,53 @@ spine.utils.readFile = function (fileName, base)
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io.close(file)
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return contents
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end
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local json = require "json"
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spine.utils.readJSON = function (text)
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return json.decode(text)
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end
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spine.Skeleton.failed = {} -- Placeholder for an image that failed to load.
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spine.Skeleton.new_super = spine.Skeleton.new
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function spine.Skeleton.new (skeletonData, group)
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-- Skeleton extends a group.
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local self = spine.Skeleton.new_super(skeletonData)
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self.group = group or display.newGroup()
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self.images = {}
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-- createImage can customize where images are found.
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function self:createImage (attachment)
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return display.newImage(attachment.name .. ".png")
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end
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-- updateWorldTransform positions images.
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local updateWorldTransform_super = self.updateWorldTransform
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function self:updateWorldTransform ()
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updateWorldTransform_super(self)
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if not self.images then self.images = {} end
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local images = self.images
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local skeletonR, skeletonG, skeletonB, skeletonA = self.r, self.g, self.b, self.a
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for i,slot in ipairs(self.drawOrder) do
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local attachment = slot.attachment
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local image = images[slot]
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if not attachment then
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-- Attachment is gone, remove the image.
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if image and image ~= spine.Skeleton.failed then
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if not attachment then -- Attachment is gone, remove the image.
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if image then
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image:removeSelf()
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images[slot] = nil
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end
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else
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-- Attachment image has changed.
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if image and image.attachment ~= attachment and image ~= spine.Skeleton.failed then
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image:removeSelf()
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image = nil
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if image and image.attachment ~= attachment then -- Attachment image has changed.
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if self.modifyImage then
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self:modifyImage(image, attachment)
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image.lastR, image.lastG, image.lastB, image.lastA = nil, nil, nil, nil
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image.attachment = attachment
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else -- If no modifier supplied just remove the image and it will be recreated.
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image:removeSelf()
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images[slot] = nil
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image = nil
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end
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end
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-- Create new image.
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if not image then
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if not image then -- Create new image.
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image = self:createImage(attachment)
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if image then
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image.attachment = attachment
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@ -115,50 +114,81 @@ function spine.Skeleton.new (skeletonData, group)
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print("Error creating image: " .. attachment.name)
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image = spine.Skeleton.failed
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end
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print(slot.data.additiveBlending)
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if slot.data.additiveBlending then
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image.blendMode = "add"
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end
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if slot.data.additiveBlending then image.blendMode = "add" end
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images[slot] = image
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if i < self.group.numChildren then
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self.group:insert(i, image)
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else
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self.group:insert(image)
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end
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end
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-- Position image based on attachment and bone.
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if image ~= spine.Skeleton.failed then
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image.x = slot.bone.worldX + attachment.x * slot.bone.m00 + attachment.y * slot.bone.m01
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image.y = -(slot.bone.worldY + attachment.x * slot.bone.m10 + attachment.y * slot.bone.m11)
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image.rotation = -(slot.bone.worldRotation + attachment.rotation)
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local flipX, flipY = ((self.flipX and -1) or 1), ((self.flipY and -1) or 1)
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-- fix scaling when attachment is rotated 90 degrees
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local x = slot.bone.worldX + attachment.x * slot.bone.m00 + attachment.y * slot.bone.m01
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local y = -(slot.bone.worldY + attachment.x * slot.bone.m10 + attachment.y * slot.bone.m11)
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if not image.lastX then
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image.x, image.y = x, y
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image.lastX, image.lastY = x, y
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elseif image.lastX ~= x or image.lastY ~= y then
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image:translate(x - image.lastX, y - image.lastY)
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image.lastX, image.lastY = x, y
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end
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local xScale = attachment.scaleX * flipX
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local yScale = attachment.scaleY * flipY
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-- Fix scaling when attachment is rotated 90 or -90.
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local rotation = math.abs(attachment.rotation) % 180
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if (rotation == 90) then
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image.xScale = slot.bone.worldScaleY * attachment.scaleX
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image.yScale = slot.bone.worldScaleX * attachment.scaleY
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xScale = xScale * slot.bone.worldScaleY
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yScale = yScale * slot.bone.worldScaleX
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else
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if (rotation ~= 0 and (slot.bone.worldScaleX ~= 1 or slot.bone.worldScaleY ~= 1)) then
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xScale = xScale * slot.bone.worldScaleX
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yScale = yScale * slot.bone.worldScaleY
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if rotation ~= 0 and xScale ~= yScale and not image.rotationWarning then
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image.rotationWarning = true
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print("WARNING: Non-uniform bone scaling with attachments not rotated to\n"
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.." cardinal angles will not work as expected with Corona.\n"
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.." Bone: "..slot.bone.data.name..", slot: "..slot.data.name..", attachment: "..attachment.name)
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end
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image.xScale = slot.bone.worldScaleX * attachment.scaleX
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image.yScale = slot.bone.worldScaleY * attachment.scaleY
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end
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if not image.lastScaleX then
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image.xScale, image.yScale = xScale, yScale
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image.lastScaleX, image.lastScaleY = xScale, yScale
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elseif image.lastScaleX ~= xScale or image.lastScaleY ~= yScale then
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image:scale(xScale / image.lastScaleX, yScale / image.lastScaleY)
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image.lastScaleX, image.lastScaleY = xScale, yScale
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end
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if self.flipX then
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image.xScale = -image.xScale
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image.rotation = -image.rotation
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rotation = -(slot.bone.worldRotation + attachment.rotation) * flipX * flipY
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if not image.lastRotation then
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image.rotation = rotation
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image.lastRotation = rotation
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elseif rotation ~= image.lastRotation then
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image:rotate(rotation - image.lastRotation)
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image.lastRotation = rotation
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end
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if self.flipY then
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image.yScale = -image.yScale
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image.rotation = -image.rotation
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local r, g, b, a = skeletonR * slot.r, skeletonG * slot.g, skeletonB * slot.b, skeletonA * slot.a
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if image.lastR ~= r or image.lastG ~= g or image.lastB ~= b or not image.lastR then
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image:setFillColor(r, g, b)
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image.lastR, image.lastG, image.lastB = r, g, b
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end
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if a and (image.lastA ~= a or not image.lastA) then
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image.lastA = a / 255
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image.alpha = image.lastA
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end
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image:setFillColor(self.r * slot.r, self.g * slot.g, self.b * slot.b, self.a * slot.a)
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self.group:insert(image)
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end
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end
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end
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if self.debug then
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for i,bone in ipairs(self.bones) do
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if not bone.line then bone.line = display.newLine(0, 0, bone.data.length, 0) end
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if not bone.line then
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bone.line = display.newLine(0, 0, bone.data.length, 0)
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bone.line:setColor(255, 0, 0)
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end
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bone.line.x = bone.worldX
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bone.line.y = -bone.worldY
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bone.line.rotation = -bone.worldRotation
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@ -174,18 +204,18 @@ function spine.Skeleton.new (skeletonData, group)
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else
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bone.line.yScale = 1
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end
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bone.line:setColor(255, 0, 0)
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self.group:insert(bone.line)
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if not bone.circle then bone.circle = display.newCircle(0, 0, 3) end
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if not bone.circle then
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bone.circle = display.newCircle(0, 0, 3)
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bone.circle:setFillColor(0, 255, 0)
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end
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bone.circle.x = bone.worldX
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bone.circle.y = -bone.worldY
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bone.circle:setFillColor(0, 255, 0)
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self.group:insert(bone.circle)
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end
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end
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end
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return self
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end
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