mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
[ts][phaser-v3][phaser-v4] Aligned bounds and skeleton when gameobject origin is moved. Add AABBRectangleBoundsProvider.
This commit is contained in:
parent
29bfbd568d
commit
62b5fc9e86
@ -72,6 +72,9 @@
|
|||||||
<li>
|
<li>
|
||||||
<a href="/spine-phaser-v4/example/bounds-test.html">Bounds test</a> - (<a href="/spine-phaser-v3/example/bounds-test.html">v3</a>)
|
<a href="/spine-phaser-v4/example/bounds-test.html">Bounds test</a> - (<a href="/spine-phaser-v3/example/bounds-test.html">v3</a>)
|
||||||
</li>
|
</li>
|
||||||
|
<li>
|
||||||
|
<a href="/spine-phaser-v4/example/move-origin.html">Move origin</a> - (<a href="/spine-phaser-v3/example/move-origin.html">v3</a>)
|
||||||
|
</li>
|
||||||
<li>
|
<li>
|
||||||
<a href="/spine-phaser-v4/example/visibility-test.html">Visibility test</a> - (<a href="/spine-phaser-v3/example/visibility-test.html">v3</a>)
|
<a href="/spine-phaser-v4/example/visibility-test.html">Visibility test</a> - (<a href="/spine-phaser-v3/example/visibility-test.html">v3</a>)
|
||||||
</li>
|
</li>
|
||||||
|
|||||||
BIN
spine-ts/spine-phaser-v3/example/block.png
Normal file
BIN
spine-ts/spine-phaser-v3/example/block.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 19 KiB |
147
spine-ts/spine-phaser-v3/example/move-origin.html
Normal file
147
spine-ts/spine-phaser-v3/example/move-origin.html
Normal file
@ -0,0 +1,147 @@
|
|||||||
|
<!DOCTYPE html>
|
||||||
|
<html lang="en">
|
||||||
|
<head>
|
||||||
|
<meta charset="UTF-8" />
|
||||||
|
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
|
||||||
|
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||||
|
<script src="//cdn.jsdelivr.net/npm/phaser@3.60.0/dist/phaser.js"></script>
|
||||||
|
<script src="../dist/iife/spine-phaser-v3.js"></script>
|
||||||
|
<link rel="stylesheet" href="../../index.css" />
|
||||||
|
<title>Spine Phaser Example</title>
|
||||||
|
</head>
|
||||||
|
|
||||||
|
<body class="p-4 flex flex-col items-center">
|
||||||
|
<h1>Move origin</h1>
|
||||||
|
<h2>Demonstrate moving origin of Spine Gameobject, behaves like a sprite</h2>
|
||||||
|
</body>
|
||||||
|
<script>
|
||||||
|
let cursors;
|
||||||
|
let spineboy;
|
||||||
|
const levelWidth = 800;
|
||||||
|
const levelHeight = 600;
|
||||||
|
|
||||||
|
class BasicExample extends Phaser.Scene {
|
||||||
|
preload() {
|
||||||
|
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
|
||||||
|
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
|
||||||
|
this.load.image("block", "block.png");
|
||||||
|
}
|
||||||
|
|
||||||
|
create() {
|
||||||
|
const graphics = this.add.graphics();
|
||||||
|
const width = levelWidth / 5;
|
||||||
|
const height = levelHeight / 4;
|
||||||
|
let cells = [];
|
||||||
|
for (let i = 0; i < levelWidth / width; i++) {
|
||||||
|
for (let j = 0; j < levelHeight / height; j++) {
|
||||||
|
const x = i * width;
|
||||||
|
const y = j * height;
|
||||||
|
cells.push({ x, y });
|
||||||
|
graphics.lineStyle(1, 0x00ff00, .5);
|
||||||
|
graphics.strokeRect(x, y, width, height);
|
||||||
|
|
||||||
|
graphics.beginPath();
|
||||||
|
graphics.moveTo(x, y);
|
||||||
|
graphics.lineTo(x + width, y + height);
|
||||||
|
graphics.moveTo(x + width, y);
|
||||||
|
graphics.lineTo(x, y + height);
|
||||||
|
graphics.closePath();
|
||||||
|
|
||||||
|
graphics.strokePath();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
let animations = undefined;
|
||||||
|
let prevWidth = 0;
|
||||||
|
let prevHeight = 0;
|
||||||
|
cells.forEach(({ x, y }, i) => {
|
||||||
|
let gameobject;
|
||||||
|
let animation;
|
||||||
|
if (i % 2 === 1) {
|
||||||
|
gameobject = this.add.image(x, y, "block");
|
||||||
|
gameobject.displayWidth = prevWidth;
|
||||||
|
gameobject.displayHeight = prevHeight;
|
||||||
|
} else {
|
||||||
|
animation = animations ? animations[i % animations.length].name : "aim";
|
||||||
|
gameobject = this.add.spine(x, y, "spineboy-data", "spineboy-atlas", new spine.SkinsAndAnimationBoundsProvider(animation, undefined, undefined, true));
|
||||||
|
if (!animations) animations = gameobject.skeleton.data.animations;
|
||||||
|
gameobject.animationState.setAnimation(0, animation, true);
|
||||||
|
|
||||||
|
let ratio = gameobject.width / gameobject.height;
|
||||||
|
if (ratio > 1) {
|
||||||
|
gameobject.displayHeight = height / ratio;
|
||||||
|
gameobject.displayWidth = width;
|
||||||
|
} else {
|
||||||
|
gameobject.displayWidth = ratio * height;
|
||||||
|
gameobject.displayHeight = height;
|
||||||
|
}
|
||||||
|
prevWidth = gameobject.displayWidth;
|
||||||
|
prevHeight = gameobject.displayHeight;
|
||||||
|
}
|
||||||
|
|
||||||
|
// moving origin at the center of the cell, we're still able to align spineboy and keep gameobject bounds align with the drawn skeleton
|
||||||
|
const origin = 1 / (cells.length / 2 - 1) * Math.floor(i / 2)
|
||||||
|
|
||||||
|
gameobject.setOrigin(origin)
|
||||||
|
gameobject.x += width / 2 - gameobject.displayWidth * (0.5 - origin);
|
||||||
|
gameobject.y += height / 2 - gameobject.displayHeight * (0.5 - origin);
|
||||||
|
|
||||||
|
const graphics = this.add.graphics();
|
||||||
|
const rect = new Phaser.Geom.Rectangle(
|
||||||
|
gameobject.x - gameobject.displayOriginX * gameobject.scaleX,
|
||||||
|
gameobject.y - gameobject.displayOriginY * gameobject.scaleY,
|
||||||
|
gameobject.width * gameobject.scaleX,
|
||||||
|
gameobject.height * gameobject.scaleY,
|
||||||
|
);
|
||||||
|
|
||||||
|
const defaultGraphicsElements = () => {
|
||||||
|
graphics.clear();
|
||||||
|
graphics.lineStyle(7, 0x0000ff, .75);
|
||||||
|
graphics.strokeRectShape(rect);
|
||||||
|
graphics.fillStyle(0xffff00, 10);
|
||||||
|
graphics.fillCircle(gameobject.x, gameobject.y, 10);
|
||||||
|
|
||||||
|
graphics.fillStyle(0xff5500, 1);
|
||||||
|
graphics.fillCircle(gameobject.x - gameobject.displayOriginX * gameobject.scaleX, gameobject.y - gameobject.displayOriginY * gameobject.scaleY, 5);
|
||||||
|
|
||||||
|
graphics.lineStyle(3, 0xffffff, 1);
|
||||||
|
graphics.lineBetween(gameobject.x, gameobject.y, gameobject.x + gameobject.displayOriginX * gameobject.scaleX, gameobject.y + gameobject.displayOriginY * gameobject.scaleY);
|
||||||
|
}
|
||||||
|
defaultGraphicsElements();
|
||||||
|
|
||||||
|
// interactions bounds are aligned with gameobject bounds
|
||||||
|
gameobject.setInteractive();
|
||||||
|
this.input.enableDebug(gameobject, 0xff00ff);
|
||||||
|
gameobject.on("pointerover", () => {
|
||||||
|
defaultGraphicsElements();
|
||||||
|
graphics.fillStyle(0x00ff00, .25);
|
||||||
|
graphics.fillRectShape(rect);
|
||||||
|
graphics.fillStyle(0xff5500, 1);
|
||||||
|
});
|
||||||
|
gameobject.on("pointerout", () => defaultGraphicsElements());
|
||||||
|
})
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
new Phaser.Game({
|
||||||
|
type: Phaser.AUTO,
|
||||||
|
width: levelWidth,
|
||||||
|
height: levelHeight,
|
||||||
|
type: Phaser.WEBGL,
|
||||||
|
scene: [BasicExample],
|
||||||
|
plugins: {
|
||||||
|
scene: [
|
||||||
|
{
|
||||||
|
key: "spine.SpinePlugin",
|
||||||
|
plugin: spine.SpinePlugin,
|
||||||
|
mapping: "spine",
|
||||||
|
},
|
||||||
|
],
|
||||||
|
},
|
||||||
|
});
|
||||||
|
</script>
|
||||||
|
</html>
|
||||||
@ -68,6 +68,19 @@ export interface SpineGameObjectBoundsProvider {
|
|||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** A bounds provider that provides a fixed size given by the user. */
|
||||||
|
export class AABBRectangleBoundsProvider implements SpineGameObjectBoundsProvider {
|
||||||
|
constructor (
|
||||||
|
private x: number,
|
||||||
|
private y: number,
|
||||||
|
private width: number,
|
||||||
|
private height: number,
|
||||||
|
) { }
|
||||||
|
calculateBounds () {
|
||||||
|
return { x: this.x, y: this.y, width: this.width, height: this.height };
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/** A bounds provider that calculates the bounding box from the setup pose. */
|
/** A bounds provider that calculates the bounding box from the setup pose. */
|
||||||
export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
|
export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
|
||||||
/**
|
/**
|
||||||
@ -215,6 +228,8 @@ export class SpineGameObject extends DepthMixin(
|
|||||||
beforeUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
|
beforeUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
|
||||||
afterUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
|
afterUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
|
||||||
private premultipliedAlpha = false;
|
private premultipliedAlpha = false;
|
||||||
|
private offsetX = 0;
|
||||||
|
private offsetY = 0;
|
||||||
|
|
||||||
constructor (
|
constructor (
|
||||||
scene: Phaser.Scene,
|
scene: Phaser.Scene,
|
||||||
@ -239,13 +254,11 @@ export class SpineGameObject extends DepthMixin(
|
|||||||
updateSize () {
|
updateSize () {
|
||||||
if (!this.skeleton) return;
|
if (!this.skeleton) return;
|
||||||
let bounds = this.boundsProvider.calculateBounds(this);
|
let bounds = this.boundsProvider.calculateBounds(this);
|
||||||
// For some reason the TS compiler and the ComputedSize mixin don't work well together and we have
|
this.width = bounds.width;
|
||||||
// to cast to any.
|
this.height = bounds.height;
|
||||||
let self = this as any;
|
this.setDisplayOrigin(-bounds.x, -bounds.y);
|
||||||
self.width = bounds.width;
|
this.offsetX = -bounds.x;
|
||||||
self.height = bounds.height;
|
this.offsetY = -bounds.y;
|
||||||
this.displayOriginX = -bounds.x;
|
|
||||||
this.displayOriginY = -bounds.y;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */
|
/** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */
|
||||||
@ -355,17 +368,21 @@ export class SpineGameObject extends DepthMixin(
|
|||||||
d = transform.d,
|
d = transform.d,
|
||||||
tx = transform.tx,
|
tx = transform.tx,
|
||||||
ty = transform.ty;
|
ty = transform.ty;
|
||||||
|
|
||||||
|
let offsetX = (src.offsetX - src.displayOriginX) * src.scaleX;
|
||||||
|
let offsetY = (src.offsetY - src.displayOriginY) * src.scaleY;
|
||||||
|
|
||||||
sceneRenderer.drawSkeleton(
|
sceneRenderer.drawSkeleton(
|
||||||
this.skeleton,
|
src.skeleton,
|
||||||
this.premultipliedAlpha,
|
src.premultipliedAlpha,
|
||||||
-1,
|
-1,
|
||||||
-1,
|
-1,
|
||||||
(vertices, numVertices, stride) => {
|
(vertices, numVertices, stride) => {
|
||||||
for (let i = 0; i < numVertices; i += stride) {
|
for (let i = 0; i < numVertices; i += stride) {
|
||||||
let vx = vertices[i];
|
let vx = vertices[i];
|
||||||
let vy = vertices[i + 1];
|
let vy = vertices[i + 1];
|
||||||
vertices[i] = vx * a + vy * c + tx;
|
vertices[i] = vx * a + vy * c + tx + offsetX;
|
||||||
vertices[i + 1] = vx * b + vy * d + ty;
|
vertices[i + 1] = vx * b + vy * d + ty + offsetY;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
);
|
);
|
||||||
|
|||||||
BIN
spine-ts/spine-phaser-v4/example/block.png
Normal file
BIN
spine-ts/spine-phaser-v4/example/block.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 19 KiB |
147
spine-ts/spine-phaser-v4/example/move-origin.html
Normal file
147
spine-ts/spine-phaser-v4/example/move-origin.html
Normal file
@ -0,0 +1,147 @@
|
|||||||
|
<!DOCTYPE html>
|
||||||
|
<html lang="en">
|
||||||
|
<head>
|
||||||
|
<meta charset="UTF-8" />
|
||||||
|
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
|
||||||
|
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||||
|
<script src="//cdn.jsdelivr.net/npm/phaser@4.0.0-rc.1/dist/phaser.js"></script>
|
||||||
|
<script src="../dist/iife/spine-phaser-v4.js"></script>
|
||||||
|
<link rel="stylesheet" href="../../index.css" />
|
||||||
|
<title>Spine Phaser Example</title>
|
||||||
|
</head>
|
||||||
|
|
||||||
|
<body class="p-4 flex flex-col items-center">
|
||||||
|
<h1>Move origin</h1>
|
||||||
|
<h2>Demonstrate moving origin of Spine Gameobject, behaves like a sprite</h2>
|
||||||
|
</body>
|
||||||
|
<script>
|
||||||
|
let cursors;
|
||||||
|
let spineboy;
|
||||||
|
const levelWidth = 800;
|
||||||
|
const levelHeight = 600;
|
||||||
|
|
||||||
|
class BasicExample extends Phaser.Scene {
|
||||||
|
preload() {
|
||||||
|
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
|
||||||
|
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
|
||||||
|
this.load.image("block", "block.png");
|
||||||
|
}
|
||||||
|
|
||||||
|
create() {
|
||||||
|
const graphics = this.add.graphics();
|
||||||
|
const width = levelWidth / 5;
|
||||||
|
const height = levelHeight / 4;
|
||||||
|
let cells = [];
|
||||||
|
for (let i = 0; i < levelWidth / width; i++) {
|
||||||
|
for (let j = 0; j < levelHeight / height; j++) {
|
||||||
|
const x = i * width;
|
||||||
|
const y = j * height;
|
||||||
|
cells.push({ x, y });
|
||||||
|
graphics.lineStyle(1, 0x00ff00, .5);
|
||||||
|
graphics.strokeRect(x, y, width, height);
|
||||||
|
|
||||||
|
graphics.beginPath();
|
||||||
|
graphics.moveTo(x, y);
|
||||||
|
graphics.lineTo(x + width, y + height);
|
||||||
|
graphics.moveTo(x + width, y);
|
||||||
|
graphics.lineTo(x, y + height);
|
||||||
|
graphics.closePath();
|
||||||
|
|
||||||
|
graphics.strokePath();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
let animations = undefined;
|
||||||
|
let prevWidth = 0;
|
||||||
|
let prevHeight = 0;
|
||||||
|
cells.forEach(({ x, y }, i) => {
|
||||||
|
let gameobject;
|
||||||
|
let animation;
|
||||||
|
if (i % 2 === 1) {
|
||||||
|
gameobject = this.add.image(x, y, "block");
|
||||||
|
gameobject.displayWidth = prevWidth;
|
||||||
|
gameobject.displayHeight = prevHeight;
|
||||||
|
} else {
|
||||||
|
animation = animations ? animations[i % animations.length].name : "aim";
|
||||||
|
gameobject = this.add.spine(x, y, "spineboy-data", "spineboy-atlas", new spine.SkinsAndAnimationBoundsProvider(animation, undefined, undefined, true));
|
||||||
|
if (!animations) animations = gameobject.skeleton.data.animations;
|
||||||
|
gameobject.animationState.setAnimation(0, animation, true);
|
||||||
|
|
||||||
|
let ratio = gameobject.width / gameobject.height;
|
||||||
|
if (ratio > 1) {
|
||||||
|
gameobject.displayHeight = height / ratio;
|
||||||
|
gameobject.displayWidth = width;
|
||||||
|
} else {
|
||||||
|
gameobject.displayWidth = ratio * height;
|
||||||
|
gameobject.displayHeight = height;
|
||||||
|
}
|
||||||
|
prevWidth = gameobject.displayWidth;
|
||||||
|
prevHeight = gameobject.displayHeight;
|
||||||
|
}
|
||||||
|
|
||||||
|
// moving origin at the center of the cell, we're still able to align spineboy and keep gameobject bounds align with the drawn skeleton
|
||||||
|
const origin = 1 / (cells.length / 2 - 1) * Math.floor(i / 2)
|
||||||
|
|
||||||
|
gameobject.setOrigin(origin)
|
||||||
|
gameobject.x += width / 2 - gameobject.displayWidth * (0.5 - origin);
|
||||||
|
gameobject.y += height / 2 - gameobject.displayHeight * (0.5 - origin);
|
||||||
|
|
||||||
|
const graphics = this.add.graphics();
|
||||||
|
const rect = new Phaser.Geom.Rectangle(
|
||||||
|
gameobject.x - gameobject.displayOriginX * gameobject.scaleX,
|
||||||
|
gameobject.y - gameobject.displayOriginY * gameobject.scaleY,
|
||||||
|
gameobject.width * gameobject.scaleX,
|
||||||
|
gameobject.height * gameobject.scaleY,
|
||||||
|
);
|
||||||
|
|
||||||
|
const defaultGraphicsElements = () => {
|
||||||
|
graphics.clear();
|
||||||
|
graphics.lineStyle(7, 0x0000ff, .75);
|
||||||
|
graphics.strokeRectShape(rect);
|
||||||
|
graphics.fillStyle(0xffff00, 10);
|
||||||
|
graphics.fillCircle(gameobject.x, gameobject.y, 10);
|
||||||
|
|
||||||
|
graphics.fillStyle(0xff5500, 1);
|
||||||
|
graphics.fillCircle(gameobject.x - gameobject.displayOriginX * gameobject.scaleX, gameobject.y - gameobject.displayOriginY * gameobject.scaleY, 5);
|
||||||
|
|
||||||
|
graphics.lineStyle(3, 0xffffff, 1);
|
||||||
|
graphics.lineBetween(gameobject.x, gameobject.y, gameobject.x + gameobject.displayOriginX * gameobject.scaleX, gameobject.y + gameobject.displayOriginY * gameobject.scaleY);
|
||||||
|
}
|
||||||
|
defaultGraphicsElements();
|
||||||
|
|
||||||
|
// interactions bounds are aligned with gameobject bounds
|
||||||
|
gameobject.setInteractive();
|
||||||
|
this.input.enableDebug(gameobject, 0xff00ff);
|
||||||
|
gameobject.on("pointerover", () => {
|
||||||
|
defaultGraphicsElements();
|
||||||
|
graphics.fillStyle(0x00ff00, .25);
|
||||||
|
graphics.fillRectShape(rect);
|
||||||
|
graphics.fillStyle(0xff5500, 1);
|
||||||
|
});
|
||||||
|
gameobject.on("pointerout", () => defaultGraphicsElements());
|
||||||
|
})
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
new Phaser.Game({
|
||||||
|
type: Phaser.AUTO,
|
||||||
|
width: levelWidth,
|
||||||
|
height: levelHeight,
|
||||||
|
type: Phaser.WEBGL,
|
||||||
|
scene: [BasicExample],
|
||||||
|
plugins: {
|
||||||
|
scene: [
|
||||||
|
{
|
||||||
|
key: "spine.SpinePlugin",
|
||||||
|
plugin: spine.SpinePlugin,
|
||||||
|
mapping: "spine",
|
||||||
|
},
|
||||||
|
],
|
||||||
|
},
|
||||||
|
});
|
||||||
|
</script>
|
||||||
|
</html>
|
||||||
@ -68,6 +68,19 @@ export interface SpineGameObjectBoundsProvider {
|
|||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** A bounds provider that provides a fixed size given by the user. */
|
||||||
|
export class AABBRectangleBoundsProvider implements SpineGameObjectBoundsProvider {
|
||||||
|
constructor (
|
||||||
|
private x: number,
|
||||||
|
private y: number,
|
||||||
|
private width: number,
|
||||||
|
private height: number,
|
||||||
|
) { }
|
||||||
|
calculateBounds () {
|
||||||
|
return { x: this.x, y: this.y, width: this.width, height: this.height };
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/** A bounds provider that calculates the bounding box from the setup pose. */
|
/** A bounds provider that calculates the bounding box from the setup pose. */
|
||||||
export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
|
export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
|
||||||
/**
|
/**
|
||||||
@ -215,6 +228,8 @@ export class SpineGameObject extends DepthMixin(
|
|||||||
beforeUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
|
beforeUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
|
||||||
afterUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
|
afterUpdateWorldTransforms: (object: SpineGameObject) => void = () => { };
|
||||||
private premultipliedAlpha = false;
|
private premultipliedAlpha = false;
|
||||||
|
private offsetX = 0;
|
||||||
|
private offsetY = 0;
|
||||||
|
|
||||||
constructor (
|
constructor (
|
||||||
scene: Phaser.Scene,
|
scene: Phaser.Scene,
|
||||||
@ -239,13 +254,11 @@ export class SpineGameObject extends DepthMixin(
|
|||||||
updateSize () {
|
updateSize () {
|
||||||
if (!this.skeleton) return;
|
if (!this.skeleton) return;
|
||||||
let bounds = this.boundsProvider.calculateBounds(this);
|
let bounds = this.boundsProvider.calculateBounds(this);
|
||||||
// For some reason the TS compiler and the ComputedSize mixin don't work well together and we have
|
this.width = bounds.width;
|
||||||
// to cast to any.
|
this.height = bounds.height;
|
||||||
let self = this as any;
|
this.setDisplayOrigin(-bounds.x, -bounds.y);
|
||||||
self.width = bounds.width;
|
this.offsetX = -bounds.x;
|
||||||
self.height = bounds.height;
|
this.offsetY = -bounds.y;
|
||||||
this.displayOriginX = -bounds.x;
|
|
||||||
this.displayOriginY = -bounds.y;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */
|
/** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */
|
||||||
@ -374,6 +387,10 @@ export class SpineGameObject extends DepthMixin(
|
|||||||
d = transform.d,
|
d = transform.d,
|
||||||
tx = transform.tx,
|
tx = transform.tx,
|
||||||
ty = transform.ty;
|
ty = transform.ty;
|
||||||
|
|
||||||
|
let offsetX = (src.offsetX - src.displayOriginX) * src.scaleX;
|
||||||
|
let offsetY = (src.offsetY - src.displayOriginY) * src.scaleY;
|
||||||
|
|
||||||
sceneRenderer.drawSkeleton(
|
sceneRenderer.drawSkeleton(
|
||||||
src.skeleton,
|
src.skeleton,
|
||||||
src.premultipliedAlpha,
|
src.premultipliedAlpha,
|
||||||
@ -383,8 +400,8 @@ export class SpineGameObject extends DepthMixin(
|
|||||||
for (let i = 0; i < numVertices; i += stride) {
|
for (let i = 0; i < numVertices; i += stride) {
|
||||||
let vx = vertices[i];
|
let vx = vertices[i];
|
||||||
let vy = vertices[i + 1];
|
let vy = vertices[i + 1];
|
||||||
vertices[i] = vx * a + vy * c + tx;
|
vertices[i] = vx * a + vy * c + tx + offsetX;
|
||||||
vertices[i + 1] = vx * b + vy * d + ty;
|
vertices[i + 1] = vx * b + vy * d + ty + offsetY;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
);
|
);
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user