[ts] Fixed WebGL demos

This commit is contained in:
badlogic 2017-04-18 11:42:05 +02:00
parent 18e1157c54
commit 297362f246
3 changed files with 4 additions and 13 deletions

View File

@ -99,17 +99,11 @@ var imageChangesDemo = function(loadingComplete, bgColor) {
var state = new spine.AnimationState(new spine.AnimationStateData(skeletonData));
var anim = skeletonData.findAnimation(animation);
state.setAnimation(0, animation, true);
if (name === "alien") {
state.update(anim.duration / 1.4);
}
state.apply(skeleton);
skeleton.updateWorldTransform();
var offset = new spine.Vector2();
var size = new spine.Vector2();
skeleton.getBounds(offset, size, []);
if (name === "alien") {
state.update(-anim.duration / 1.4);
}
var regions = [];
for(var i = 0; i < sequenceSlots.length; i++) {
@ -146,10 +140,8 @@ var imageChangesDemo = function(loadingComplete, bgColor) {
var x = offset.x + size.x + 100, offsetY = offset.y;
if (activeSkeleton === "Alien") {
skeleton.x = -400;
renderer.camera.position.x = offset.x + size.x - 100;
renderer.camera.position.y = offset.y + size.y / 2 + 100;
offsetY += 125;
renderer.camera.position.x = offset.x + size.x;
renderer.camera.position.y = offset.y + size.y / 2;
} else {
renderer.camera.position.x = offset.x + size.x;
renderer.camera.position.y = offset.y + size.y / 2;

View File

@ -208,7 +208,6 @@ var skinsDemo = function(loadingComplete, bgColor) {
state.update(delta);
state.apply(skeleton);
skeleton.y = -150;
skeleton.updateWorldTransform();
renderer.begin();

View File

@ -60,8 +60,8 @@ var transformsDemo = function(loadingComplete, bgColor) {
skeleton.updateWorldTransform();
rotateHandle = skeleton.findBone("rotate-handle");
renderer.camera.position.x = offset.x + bounds.x / 2 + 70;
renderer.camera.position.y = offset.y + bounds.y / 2 + 50;
renderer.camera.position.x = offset.x + bounds.x / 2;
renderer.camera.position.y = offset.y + bounds.y / 2;
renderer.skeletonDebugRenderer.drawRegionAttachments = false;
renderer.skeletonDebugRenderer.drawMeshHull = false;