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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-10 17:18:44 +08:00
[ts][as3] Added mix-and-match example. See #1375.
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@ -254,9 +254,9 @@ package spine {
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}
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}
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if (skinMap["transform"]) {
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if (skinMap["transform"]) {
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for (ii = 0; ii < skinMap["transform"].length; ii++) {
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var constraint : ConstraintData = skeletonData.findIkConstraint(skinMap["transform"][ii]);
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var constraint : ConstraintData = skeletonData.findTransformConstraint(skinMap["transform"][ii]);
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if (constraint == null) throw new Error("Skin transform constraint not found: " + skinMap["transform"][ii]);
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skin.constraints.push(constraint);
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}
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@ -264,7 +264,7 @@ package spine {
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if (skinMap["path"]) {
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for (ii = 0; ii < skinMap["path"].length; ii++) {
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var constraint : ConstraintData = skeletonData.findIkConstraint(skinMap["path"][ii]);
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var constraint : ConstraintData = skeletonData.findPathConstraint(skinMap["path"][ii]);
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if (constraint == null) throw new Error("Skin path constraint not found: " + skinMap["path"][ii]);
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skin.constraints.push(constraint);
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}
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@ -89,7 +89,7 @@ package spine.examples {
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if (touch && touch.phase == TouchPhase.BEGAN) {
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var parent : DisplayObjectContainer = this.parent;
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this.removeFromParent(true);
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parent.addChild(new SpineboyExample());
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parent.addChild(new MixAndMatchExample());
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}
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}
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}
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@ -37,7 +37,7 @@ package spine.examples {
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private var _starling : Starling;
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public function Main() {
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_starling = new Starling(GoblinsExample, stage);
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_starling = new Starling(MixAndMatchExample, stage);
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_starling.enableErrorChecking = true;
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_starling.showStats = true;
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_starling.skipUnchangedFrames = false;
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@ -0,0 +1,110 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package spine.examples {
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import spine.Skin;
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import starling.display.DisplayObjectContainer;
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import starling.events.Touch;
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import starling.events.TouchPhase;
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import starling.core.Starling;
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import starling.events.TouchEvent;
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import starling.display.Sprite;
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import spine.SkeletonData;
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import spine.SkeletonJson;
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import spine.attachments.AtlasAttachmentLoader;
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import spine.starling.StarlingTextureLoader;
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import spine.atlas.Atlas;
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import spine.attachments.AttachmentLoader;
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import spine.starling.SkeletonAnimation;
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public class MixAndMatchExample extends Sprite {
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[Embed(source = "/mix-and-match-pro.json", mimeType = "application/octet-stream")]
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static public const MixAndMatchJson : Class;
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[Embed(source = "/mix-and-match.atlas", mimeType = "application/octet-stream")]
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static public const MixAndMatchAtlas : Class;
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[Embed(source = "/mix-and-match.png")]
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static public const MixAndMatchAtlasTexture : Class;
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private var skeleton : SkeletonAnimation;
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public function MixAndMatchExample() {
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var attachmentLoader : AttachmentLoader;
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var spineAtlas : Atlas = new Atlas(new MixAndMatchAtlas(), new StarlingTextureLoader(new MixAndMatchAtlasTexture()));
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attachmentLoader = new AtlasAttachmentLoader(spineAtlas);
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var json : SkeletonJson = new SkeletonJson(attachmentLoader);
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json.scale = 0.5;
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var skeletonData : SkeletonData = json.readSkeletonData(new MixAndMatchJson());
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this.x = 400;
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this.y = 500;
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skeleton = new SkeletonAnimation(skeletonData);
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skeleton.state.setAnimationByName(0, "dance", true);
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// enable two color tinting, which breaks batching between this skeleton
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// and other Starling objects.
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skeleton.twoColorTint = true;
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// Create a new skin, by mixing and matching other skins
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// that fit together. Items making up the girl are individual
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// skins. Using the skin API, a new skin is created which is
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// a combination of all these individual item skins.
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var mixAndMatchSkin : Skin = new Skin("custom-girl");
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mixAndMatchSkin.addSkin(skeletonData.findSkin("skin-base"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("nose/short"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("eyes/eyelids-girly"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("eyes/violet"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("hair/brown"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("clothes/hoodie-orange"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("legs/pants-jeans"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/bag"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/hat-red-yellow"));
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skeleton.skeleton.skin = mixAndMatchSkin;
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skeleton.skeleton.updateWorldTransform();
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addChild(skeleton);
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Starling.juggler.add(skeleton);
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addEventListener(TouchEvent.TOUCH, onClick);
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}
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private function onClick(event : TouchEvent) : void {
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var touch : Touch = event.getTouch(this);
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if (touch && touch.phase == TouchPhase.BEGAN) {
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var parent : DisplayObjectContainer = this.parent;
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this.removeFromParent(true);
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parent.addChild(new SpineboyExample());
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}
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}
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}
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}
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118
spine-ts/webgl/tests/test-mix-and-match.html
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118
spine-ts/webgl/tests/test-mix-and-match.html
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@ -0,0 +1,118 @@
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<html>
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<script src="../../build/spine-webgl.js"></script>
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<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
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<style>
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* { margin: 0; padding: 0; }
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body, html { height: 100% }
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canvas { position: absolute; width: 100% ;height: 100%; }
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</style>
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<body>
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<div id="label" style="position: absolute; top: 0; left: 0; color: #fff; z-index: 10"></div>
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<canvas id="canvas" style="background: red;"></canvas>
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</body>
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<script>
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var FILE = "mix-and-match-pro";
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var ANIMATION = "dance";
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var SCALE = 0.5;
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var canvas, context, gl, renderer, input, assetManager;
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var skeletons = [];
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var timeKeeper;
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var label = document.getElementById("label");
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var updateMean = new spine.WindowedMean();
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var renderMean = new spine.WindowedMean();
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function init() {
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canvas = document.getElementById("canvas");
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canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
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context = new spine.webgl.ManagedWebGLRenderingContext(canvas, { alpha: false });
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gl = context.gl;
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renderer = new spine.webgl.SceneRenderer(canvas, context);
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assetManager = new spine.webgl.AssetManager(context, "../example/assets/");
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input = new spine.webgl.Input(canvas);
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assetManager.loadTextureAtlas(FILE.replace("-pro", "").replace("-ess", "") + "-pma.atlas");
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assetManager.loadBinary(FILE + ".skel");
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timeKeeper = new spine.TimeKeeper();
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requestAnimationFrame(load);
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}
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var run = true;
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function load() {
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timeKeeper.update();
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if (assetManager.isLoadingComplete()) {
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var atlas = assetManager.get(FILE.replace("-pro", "").replace("-ess", "") + "-pma.atlas");
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var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
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var skeletonBinary = new spine.SkeletonBinary(atlasLoader);
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skeletonBinary.scale = SCALE;
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var skeletonData = skeletonBinary.readSkeletonData(assetManager.get(FILE + ".skel"));
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skeleton = new spine.Skeleton(skeletonData);
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var stateData = new spine.AnimationStateData(skeleton.data);
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state = new spine.AnimationState(stateData);
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stateData.defaultMix = 0;
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// Create a new skin, by mixing and matching other skins
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// that fit together. Items making up the girl are individual
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// skins. Using the skin API, a new skin is created which is
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// a combination of all these individual item skins.
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var mixAndMatchSkin = new spine.Skin("custom-girl");
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mixAndMatchSkin.addSkin(skeletonData.findSkin("skin-base"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("nose/short"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("eyes/eyelids-girly"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("eyes/violet"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("hair/brown"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("clothes/hoodie-orange"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("legs/pants-jeans"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/bag"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/hat-red-yellow"));
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skeleton.setSkin(mixAndMatchSkin);
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state.setAnimation(0, ANIMATION, true);
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skeletons.push({ skeleton: skeleton, state: state });
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requestAnimationFrame(render);
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} else {
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requestAnimationFrame(load);
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}
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}
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function render() {
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var start = Date.now()
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timeKeeper.update();
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var delta = timeKeeper.delta;
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for (var i = 0; i < skeletons.length; i++) {
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var state = skeletons[i].state;
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var skeleton = skeletons[i].skeleton;
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state.update(delta);
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state.apply(skeleton);
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skeleton.updateWorldTransform();
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}
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updateMean.addValue(Date.now() - start);
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start = Date.now();
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gl.clearColor(0.2, 0.2, 0.2, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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renderer.resize(spine.webgl.ResizeMode.Fit);
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renderer.begin();
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for (var i = 0; i < skeletons.length; i++) {
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var skeleton = skeletons[i].skeleton;
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renderer.drawSkeleton(skeleton, true);
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}
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renderer.end();
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requestAnimationFrame(render)
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renderMean.addValue(Date.now() - start);
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label.innerHTML = ("Update time: " + Number(updateMean.getMean()).toFixed(2) + " ms\n" +
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"Render time: " + Number(renderMean.getMean()).toFixed(2) + " ms\n");
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}
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init();
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</script>
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</html>
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