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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 15:24:55 +08:00
[phaser] Add vanilla JS and NPM/TS examples, fix typings.
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spine-ts/spine-phaser/example/basic-vanilla-js-example.html
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47
spine-ts/spine-phaser/example/basic-vanilla-js-example.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
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<script src="https://unpkg.com/@esotericsoftware/spine-phaser@4.1.*/dist/iife/spine-phaser.min.js"></script>
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<title>Spine Phaser Example</title>
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</head>
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<body>
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<h1>Basic example</h1>
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</body>
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<script>
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var config = {
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type: Phaser.AUTO,
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width: 800,
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height: 600,
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type: Phaser.WEBGL,
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scene: {
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preload: preload,
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create: create,
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},
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plugins: {
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scene: [
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{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
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]
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}
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};
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let game = new Phaser.Game(config);
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function preload() {
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this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
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this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
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}
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function create() {
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let spineboy = this.add.spine(400, 500, 'spineboy-data', "spineboy-atlas");
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spineboy.scale = 0.5;
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spineboy.animationState.setAnimation(0, "walk", true);
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}
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</script>
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</html>
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spine-ts/spine-phaser/example/npm/assets/spineboy-pma.atlas
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spine-ts/spine-phaser/example/npm/assets/spineboy-pma.atlas
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spineboy-pma.png
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size: 1024, 256
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filter: Linear, Linear
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pma: true
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scale: 0.5
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crosshair
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bounds: 813, 160, 45, 45
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eye-indifferent
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bounds: 569, 2, 47, 45
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eye-surprised
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bounds: 643, 7, 47, 45
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rotate: 90
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front-bracer
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bounds: 811, 51, 29, 40
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front-fist-closed
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bounds: 807, 93, 38, 41
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front-fist-open
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bounds: 815, 210, 43, 44
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front-foot
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bounds: 706, 64, 63, 35
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rotate: 90
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front-shin
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bounds: 80, 11, 41, 92
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front-thigh
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bounds: 754, 12, 23, 56
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front-upper-arm
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bounds: 618, 5, 23, 49
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goggles
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bounds: 214, 20, 131, 83
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gun
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bounds: 347, 14, 105, 102
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rotate: 90
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head
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bounds: 80, 105, 136, 149
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hoverboard-board
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bounds: 2, 8, 246, 76
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rotate: 90
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hoverboard-thruster
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bounds: 478, 2, 30, 32
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hoverglow-small
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bounds: 218, 117, 137, 38
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rotate: 90
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mouth-grind
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bounds: 775, 80, 47, 30
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rotate: 90
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mouth-oooo
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bounds: 779, 31, 47, 30
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rotate: 90
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mouth-smile
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bounds: 783, 207, 47, 30
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rotate: 90
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muzzle-glow
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bounds: 779, 4, 25, 25
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muzzle-ring
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bounds: 451, 14, 25, 105
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muzzle01
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bounds: 664, 60, 67, 40
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rotate: 90
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muzzle02
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bounds: 580, 56, 68, 42
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rotate: 90
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muzzle03
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bounds: 478, 36, 83, 53
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rotate: 90
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muzzle04
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bounds: 533, 49, 75, 45
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rotate: 90
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muzzle05
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bounds: 624, 56, 68, 38
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rotate: 90
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neck
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bounds: 806, 8, 18, 21
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portal-bg
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bounds: 258, 121, 133, 133
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portal-flare1
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bounds: 690, 2, 56, 30
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rotate: 90
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portal-flare2
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bounds: 510, 3, 57, 31
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portal-flare3
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bounds: 722, 4, 58, 30
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rotate: 90
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portal-shade
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bounds: 393, 121, 133, 133
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portal-streaks1
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bounds: 528, 126, 126, 128
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portal-streaks2
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bounds: 656, 129, 125, 125
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rear-bracer
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bounds: 826, 13, 28, 36
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rear-foot
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bounds: 743, 70, 57, 30
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rotate: 90
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rear-shin
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bounds: 174, 14, 38, 89
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rear-thigh
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bounds: 783, 158, 28, 47
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rear-upper-arm
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bounds: 783, 136, 20, 44
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rotate: 90
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torso
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bounds: 123, 13, 49, 90
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BIN
spine-ts/spine-phaser/example/npm/assets/spineboy-pma.png
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spine-ts/spine-phaser/example/npm/assets/spineboy-pma.png
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spine-ts/spine-phaser/example/npm/assets/spineboy-pro.skel
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spine-ts/spine-phaser/example/npm/assets/spineboy-pro.skel
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spine-ts/spine-phaser/example/npm/index.html
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spine-ts/spine-phaser/example/npm/index.html
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset='utf-8'>
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<meta http-equiv='X-UA-Compatible' content='IE=edge'>
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<title>Page Title</title>
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<meta name='viewport' content='width=device-width, initial-scale=1'>
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<script src='build/index.js'></script>
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</head>
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<body>
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</body>
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</html>
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spine-ts/spine-phaser/example/npm/index.ts
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spine-ts/spine-phaser/example/npm/index.ts
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import {Scene} from "phaser"
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import {SpineGameObject, SpineGameObjectBoundsProvider, SpinePlugin} from "@esotericsoftware/spine-phaser"
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class SpineDemo extends Scene {
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preload() {
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this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
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this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
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}
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create() {
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let spineboy = this.add.spine(400, 500, 'spineboy-data', "spineboy-atlas");
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this.make
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spineboy.scale = 0.5;
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spineboy.animationState.setAnimation(0, "walk", true);
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}
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}
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var config = {
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width: 800,
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height: 600,
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type: Phaser.WEBGL,
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scene: [SpineDemo],
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plugins: {
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scene: [
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{ key: "spine.SpinePlugin", plugin: SpinePlugin, mapping: "spine" }
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]
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}
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};
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let game = new Phaser.Game(config);
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3085
spine-ts/spine-phaser/example/npm/package-lock.json
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3085
spine-ts/spine-phaser/example/npm/package-lock.json
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spine-ts/spine-phaser/example/npm/package.json
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spine-ts/spine-phaser/example/npm/package.json
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{
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"name": "name",
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"description": "description",
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"authors": "author",
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"version": "1.0.0",
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"scripts": {
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"build":"npx esbuild index.ts --bundle --sourcemap --outfile=build/index.js",
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"dev": "npx concurrently \"npx live-server --no-browser\" \"npm run build -- --watch\""
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},
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"dependencies": {
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"@esotericsoftware/spine-phaser": "^4.1.*",
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"phaser": "3.60.0"
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},
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"devDependencies": {
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"esbuild": "0.17.17",
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"concurrently": "^7.6.0",
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"live-server": "^1.2.2"
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}
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}
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@ -7,3 +7,25 @@ export * from "@esotericsoftware/spine-webgl";
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import { SpinePlugin } from "./SpinePlugin";
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(window as any).spine = { SpinePlugin: SpinePlugin };
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(window as any)["spine.SpinePlugin"] = SpinePlugin;
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import { SpineGameObject, SpineGameObjectBoundsProvider } from "./SpineGameObject";
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declare global {
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namespace Phaser.Loader {
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export interface LoaderPlugin {
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spineJson(key: string, url: string, xhrSettings?: Phaser.Types.Loader.XHRSettingsObject): LoaderPlugin;
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spineBinary(key: string, url: string, xhrSettings?: Phaser.Types.Loader.XHRSettingsObject): LoaderPlugin;
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spineAtlas(key: string, url: string, premultipliedAlpha?: boolean, xhrSettings?: Phaser.Types.Loader.XHRSettingsObject): LoaderPlugin;
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}
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}
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namespace Phaser.GameObjects {
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export interface GameObjectFactory {
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spine(x: number, y: number, dataKey: string, atlasKey: string, boundsProvider?: SpineGameObjectBoundsProvider): SpineGameObject;
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}
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export interface GameObjectCreator {
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spine(config: any, addToScene: boolean): SpineGameObject;
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}
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}
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}
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