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[phaser] Closes #2356, only instantiate a single SceneRenderer for the whole game.
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@ -86,6 +86,9 @@
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<li>
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<li>
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<a href="/spine-phaser/example/custom-spine-object-type.html">Custom object factory name</a>
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<a href="/spine-phaser/example/custom-spine-object-type.html">Custom object factory name</a>
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</li>
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</li>
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<li>
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<a href="/spine-phaser/example/add-existing.html">Add existing object</a>
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</li>
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</ul>
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</ul>
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<li>Player</li>
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<li>Player</li>
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<ul>
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<ul>
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43
spine-ts/spine-phaser/example/add-existing.html
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43
spine-ts/spine-phaser/example/add-existing.html
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@ -0,0 +1,43 @@
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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@3.60.0/dist/phaser.js"></script>
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<script src="../dist/iife/spine-phaser.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>Add existing object</h1>
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</body>
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<script>
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class BasicExample extends Phaser.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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const spineboy = this.add.spine(200, 500, "spineboy-data", "spineboy-atlas");
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const spineboy2 = this.add.existing(new spine.SpineGameObject(this, this.spine, 500, 500, 'spineboy-data', "spineboy-atlas"));
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}
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}
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new Phaser.Game({
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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: [BasicExample],
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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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</script>
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</html>
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@ -75,7 +75,10 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
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game: Phaser.Game;
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game: Phaser.Game;
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private isWebGL: boolean;
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private isWebGL: boolean;
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gl: WebGLRenderingContext | null;
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gl: WebGLRenderingContext | null;
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webGLRenderer: SceneRenderer | null;
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static gameWebGLRenderer: SceneRenderer | null = null;
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get webGLRenderer(): SceneRenderer | null {
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return SpinePlugin.gameWebGLRenderer;
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}
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canvasRenderer: SkeletonRenderer | null;
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canvasRenderer: SkeletonRenderer | null;
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phaserRenderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer;
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phaserRenderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer;
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private skeletonDataCache: Phaser.Cache.BaseCache;
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private skeletonDataCache: Phaser.Cache.BaseCache;
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@ -87,7 +90,6 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
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this.isWebGL = this.game.config.renderType === 2;
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this.isWebGL = this.game.config.renderType === 2;
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this.gl = this.isWebGL ? (this.game.renderer as Phaser.Renderer.WebGL.WebGLRenderer).gl : null;
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this.gl = this.isWebGL ? (this.game.renderer as Phaser.Renderer.WebGL.WebGLRenderer).gl : null;
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this.phaserRenderer = this.game.renderer;
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this.phaserRenderer = this.game.renderer;
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this.webGLRenderer = null;
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this.canvasRenderer = null;
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this.canvasRenderer = null;
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this.skeletonDataCache = this.game.cache.addCustom(SPINE_SKELETON_DATA_CACHE_KEY);
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this.skeletonDataCache = this.game.cache.addCustom(SPINE_SKELETON_DATA_CACHE_KEY);
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this.atlasCache = this.game.cache.addCustom(SPINE_ATLAS_CACHE_KEY);
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this.atlasCache = this.game.cache.addCustom(SPINE_ATLAS_CACHE_KEY);
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@ -141,11 +143,12 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
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pluginManager.registerGameObject((window as any).SPINE_GAME_OBJECT_TYPE ? (window as any).SPINE_GAME_OBJECT_TYPE : SPINE_GAME_OBJECT_TYPE, addSpineGameObject, makeSpineGameObject);
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pluginManager.registerGameObject((window as any).SPINE_GAME_OBJECT_TYPE ? (window as any).SPINE_GAME_OBJECT_TYPE : SPINE_GAME_OBJECT_TYPE, addSpineGameObject, makeSpineGameObject);
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}
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}
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static rendererId = 0;
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boot () {
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boot () {
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Skeleton.yDown = true;
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Skeleton.yDown = true;
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if (this.isWebGL) {
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if (this.isWebGL) {
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if (!this.webGLRenderer) {
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if (!SpinePlugin.gameWebGLRenderer) {
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this.webGLRenderer = new SceneRenderer((this.game.renderer! as Phaser.Renderer.WebGL.WebGLRenderer).canvas, this.gl!, true);
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SpinePlugin.gameWebGLRenderer = new SceneRenderer((this.game.renderer! as Phaser.Renderer.WebGL.WebGLRenderer).canvas, this.gl!, true);
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}
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}
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this.onResize();
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this.onResize();
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this.game.scale.on(Phaser.Scale.Events.RESIZE, this.onResize, this);
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this.game.scale.on(Phaser.Scale.Events.RESIZE, this.onResize, this);
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