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Documentation
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# `spine-as3`
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# spine-as3
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The spine-as3 runtime provides basic functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using Adobe's ActionScript 3.0 (AS3). The [`spine.flash` package](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-as3/spine-as3/src/spine/flash) can be used to render Spine animations using Flash, or spine-as3 can be extended to enable Spine animations for other AS3 projects, such as [Starling](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-starling).
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The spine-as3 runtime provides functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using Adobe's ActionScript 3.0 (AS3). The [`spine.flash` package](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-as3/spine-as3/src/spine/flash) can be used to render Spine animations using Flash. spine-as3 can be extended to enable Spine animations for other AS3 projects, such as [Starling](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-starling).
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## Setup
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1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
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1. Project files are provided for Adobe Flash Builder 4.6. You will need to create a new project and import the source for other IDEs.
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1. Using Adobe Flash Builder 4.6, import the spine-as3 project by choosing File -> Import -> Existing projects. For other IDEs you will need to create a new project and import the source.
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Alternatively, the contents of the `spine-as3/src` directory can be copied into your project.
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# spine-c
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The spine-c runtime provides basic functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using ANSI C. It does not perform rendering but can can be extended to enable Spine animations for any C-based language, such as C++ or Objective-C.
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The spine-c runtime provides basic functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using ANSI C. It does not perform rendering but can be extended to enable Spine animations for other C-based projects, including C++ or Objective-C projects.
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## Setup
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1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
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1. Project files are provided for Visual C++ Express 2010. You will need to create a new project and import the source for other IDEs.
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1. Open the `spine-c.sln` Visual C++ 2010 Express project file. For other IDEs, you will need to create a new project and import the source.
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Alternatively, the contents of the `spine-c/src` and `spine-c/include` directories can be copied into your project. Be sure your header search is configured to find the contents of the `spine-c/include` directory. Note that the includes use `spine/Xxx.h`, so the `spine` directory cannot be omitted when copying the files.
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# spine-cocos2d-iphone
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The spine-cocos2d-iphone runtime provides basic functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using [cocos2d-iphone](http://www.cocos2d-iphone.org/). spine-cocos2d-iphone is based on [spine-c](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-c).
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The spine-cocos2d-iphone runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [cocos2d-iphone](http://www.cocos2d-iphone.org/). spine-cocos2d-iphone is based on [spine-c](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-c).
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## Setup
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1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
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1. Place the `cocos2dx` directory from a cocos2d-x (cocos2d-2.1rc0-x-2.1.2 or later) distribution into the `spine-cocos2dx` directory.
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1. Open the provided XCode (Mac) or Visual Studio Express 2012 (Windows) project file from the `example` directory. Build files are also provided for Android.
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1. Place the `cocos2d`, `CocosDenshion`, and `kazmath` directories from a cocos2d-iphone (v2.1-rc1 or later) distribution into the `spine-cocos2d-iphone/libs` directory.
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1. Open the XCode project file for iOS or Mac from the `spine-cocos2d-iphone` directory.
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Alternatively, the contents of the `spine-c/src`, `spine-c/include` and `spine-cocos2dx/src` directories can be copied into your project. Be sure your header search is configured to find the contents of the `spine-c/include` and `spine-cocos2dx/src` directories. Note that the includes use `spine/Xxx.h`, so the `spine` directory cannot be omitted when copying the files.
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Alternatively, the contents of the `spine-c/src`, `spine-c/include` and `spine-cocos2d-iphone/src` directories can be copied into your project. Be sure your header search path will find the contents of the `spine-c/include` and `spine-cocos2d-iphone/src` directories. Note that the includes use `spine/Xxx.h`, so the `spine` directory cannot be omitted when copying the files.
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## Examples
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[Simple example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-cocos2dx/example/Classes/ExampleLayer.cpp#L18)
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[Simple example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-cocos2d-iphone/example/ExampleLayer.m#L13)
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## Links
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[podspec](https://github.com/ldomaradzki/spine-runtimes/blob/master/Spine-Cocos2d-iPhone.podspec)
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# spine-cocos2dx
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The spine-cocos2dx runtime provides basic functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using [cocos2d-x](http://www.cocos2d-x.org/). spine-cocos2dx is based on [spine-c](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-c).
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The spine-cocos2dx runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [cocos2d-x](http://www.cocos2d-x.org/). spine-cocos2dx is based on [spine-c](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-c).
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## Setup
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1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
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1. Place the `cocos2d`, `CocosDenshion`, and `kazmath` directories from a cocos2d-iphone (v2.1-rc1 or later) distribution into the `spine-cocos2d-iphone/libs` directory.
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1. Open the provided XCode project file for iOS or Mac.
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1. Place the `cocos2dx` directory from a cocos2d-x (cocos2d-2.1rc0-x-2.1.2 or later) distribution into the `spine-cocos2dx` directory.
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1. Open the XCode (Mac) or Visual C++ 2012 Express (Windows) project file from the `spine-cocos2dx/example` directory. Build files are also provided for Android.
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Alternatively, the contents of the `spine-c/src`, `spine-c/include` and `spine-cocos2dx/src` directories can be copied into your project. Be sure your header search path will find the contents of the `spine-c/include` and `spine-cocos2dx/src` directories. Note that the includes use `spine/Xxx.h`, so the `spine` directory cannot be omitted when copying the files.
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## Examples
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[Simple example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-cocos2d-iphone/example/ExampleLayer.m#L13)
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## Links
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[podspec](https://github.com/ldomaradzki/spine-runtimes/blob/master/Spine-Cocos2d-iPhone.podspec)
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[Simple example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-cocos2dx/example/Classes/ExampleLayer.cpp#L18)
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spine-corona/README.md
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spine-corona/README.md
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# spine-corona
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The spine-corona runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Corona](http://coronalabs.com/products/corona-sdk/). spine-corona is based on [spine-lua](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-lua).
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## Setup
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1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
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1. Copy the contents of `spine-lua` to `spine-corona/spine-lua`.
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1. Run the `main.lua` file using Corona. There are multiple examples that can be enabled by editing this file.
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Alternatively, the `spine-lua` and `spine-corona/spine-corona` directories can be copied into your project. Note that the require statements use `spine-lua.Xxx`, so the spine-lua files must be in a `spine-lua` directory in your project.
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## Examples
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[spineboy Example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-corona/examples/spineboy.lua)
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[goblins Example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-corona/examples/goblins.lua)
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[dragon Example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-corona/examples/dragon.lua)
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spine-csharp/README.md
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spine-csharp/README.md
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# spine-csharp
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The spine-csharp runtime provides functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using C# (C Sharp). It does not perform rendering but can be extended to enable Spine animations for other C#-based projects.
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## Setup
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1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
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1. Open the `spine-csharp.sln` Visual C# 2010 Express project file.
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Alternatively, the contents of the `spine-csharp/src` directory can be copied into your project.
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## Runtimes Extending spine-csharp
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- [spine-monogame](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-monogame)
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- [spine-tk2d](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-tk2d)
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- [spine-unity](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-unity)
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- [spine-xna](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-xna)
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spine-js/README.md
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spine-js/README.md
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# spine-js
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The spine-js runtime provides functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using JavaScript. It does not perform rendering but can be extended to enable Spine animations for other JavaScript-based projects.
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## Setup
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1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
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1. Include the `spine.js` file in your project.
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## Runtimes Extending spine-js
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- [spine-turbulenz](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-turbulenz)
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spine-libgdx/README.md
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spine-libgdx/README.md
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# spine-libgdx
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The spine-libgdx runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [libgdx](http://www.libgdx.com/).
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## Setup
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1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
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1. Using Eclipse, import the project by choosing File -> Import -> Existing projects. For other IDEs you will need to create a new project and import the source.
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Alternatively, the contents of the `spine-libgdx/src` directory can be copied into your project.
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## Examples
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[AnimationState Example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-libgdx/test/com/esotericsoftware/spine/AnimationStateTest.java#L45)
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[Box2D Example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-libgdx/test/com/esotericsoftware/spine/Box2DExample.java#L56) (written before bounding boxes were available)
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[Mix Example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-libgdx/test/com/esotericsoftware/spine/MixTest.java#L39)
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[Skeleton Example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-libgdx/test/com/esotericsoftware/spine/SkeletonTest.java#L47)
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spine-love/README.md
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spine-love/README.md
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# spine-love
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The spine-love runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [LÖVE](https://love2d.org/). spine-love is based on [spine-lua](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-lua).
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## Setup
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1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
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1. Copy the contents of `spine-lua` to `spine-love/spine-lua`.
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1. Run the `main.lua` file using LÖVE.
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Alternatively, the `spine-lua` and `spine-love/spine-love` directories can be copied into your project. Note that the require statements use `spine-lua.Xxx`, so the spine-lua files must be in a `spine-lua` directory in your project.
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## Examples
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[Simple Example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-love/main.lua)
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spine-lua/README.md
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spine-lua/README.md
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# spine-lua
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The spine-lua runtime provides functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using [Lua](http://www.lua.org/). It does not perform rendering but can be extended to enable Spine animations for other Lua-based projects.
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## Setup
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1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
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1. Copy the contents of the `spine-lua` directory into your project.
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## Runtimes Extending spine-lua
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- [spine-corona](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-corona)
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- [spine-love](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-love)
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spine-monogame/README.md
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spine-monogame/README.md
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# spine-monogame
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The spine-monogame runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [MonoGame](http://monogame.codeplex.com/). spine-monogame is based on [spine-xna](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-xna) and adds MonoGame project files.
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## Setup
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1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
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1. Open the Windows 8 Store or Xamarin Studio project files in `spine-monogame`.
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Alternatively, the contents of the `spine-csharp/src` and `spine-xna/src` directories can be copied into your project.
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spine-sfml/README.md
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spine-sfml/README.md
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# spine-sfml
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The spine-sfml runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [SFML](http://www.sfml-dev.org/). spine-sfml is based on [spine-c](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-c).
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## Setup
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1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
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1. Using Eclipse CDT, import the project by choosing File -> Import -> Existing projects. For other IDEs you will need to create a new project and import the source.
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1. Copy the SFML binaries into the `spine-sfml/Debug` directory so they can be found when the example is run.
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Alternatively, the contents of the `spine-c/src`, `spine-c/include` and `spine-sfml/src` directories can be copied into your project. Be sure your header search path will find the contents of the `spine-c/include` and `spine-sfml/src` directories. Note that the includes use `spine/Xxx.h`, so the `spine` directory cannot be omitted when copying the files.
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## Examples
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[Simple example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-sfml/example/main.cpp#L61)
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spine-starling/README.md
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spine-starling/README.md
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# spine-starling
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The spine-starling runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Starling](http://gamua.com/starling/). spine-starling is based on [spine-as3](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-as3).
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## Setup
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1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
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1. Using Adobe Flash Builder 4.6, import the spine-as3 and spine-starling projects by choosing File -> Import -> Existing projects. For other IDEs you will need to create new projects and import the source.
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Alternatively, the contents of the `spine-as3/src` and `spine-starling/src` directories can be copied into your project.
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## Examples
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[Spine atlas example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-starling/spine-starling-example/src/AtlasExample.as#L21)
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[Starling atlas example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-starling/spine-starling-example/src/StarlingAtlasExample.as#L18)
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[Skin example](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-starling/spine-starling-example/src/GoblinsExample.as#L21)
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The Spine runtime for Unity with 2D Toolkit comes with an example project which has "spineboy" walking. When clicked, he jumps and the transition to/from walking/jumping is blended smoothly.
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# spine-tk2d
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# Requirements
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The spine-tk2d runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [2D Toolkit](http://www.unikronsoftware.com/2dtoolkit/) for [Unity](http://unity3d.com/). spine-tk2d is based on [spine-csharp](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-csharp) and is very similar to [spine-unity](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-unity).
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1. Unity 4.2+
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1. Latest 2D Toolkit
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## Setup
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# Instructions
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1. Copy `spine-csharp/src` to `spine-unity-tk2d/Assets/Spine/spine-csharp`.
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1. Open the `Assets/examples/spineboy/spineboy.unity` scene.
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1. Import 2D Toolkit into your project.
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# Setup Tutorial Video
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[](http://www.youtube.com/watch?v=dnQbS9ap-i8)
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1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
|
||||
1. Copy the contents of `spine-csharp/src` to `spine-tk2d/Assets/Spine/spine-csharp`.
|
||||
1. Open the `spine-tk2d/Assets/examples/spineboy/spineboy.unity` scene file using Unity 4.2+.
|
||||
1. Import 2D Toolkit into the project.
|
||||
|
||||
# Notes
|
||||
|
||||
- Atlas images should use premultiplied alpha.
|
||||
- Atlas images must use premultiplied alpha.
|
||||
- This slightly outdated [setup tutorial video](http://www.youtube.com/watch?v=dnQbS9ap-i8) may still be useful to some.
|
||||
|
||||
10
spine-xna/README.md
Normal file
10
spine-xna/README.md
Normal file
@ -0,0 +1,10 @@
|
||||
# spine-xna
|
||||
|
||||
The spine-xna runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [XNA](http://msdn.microsoft.com/xna/). spine-xna is based on [spine-csharp](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-csharp).
|
||||
|
||||
## Setup
|
||||
|
||||
1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
|
||||
1. Open the `spine-xna.sln` Visual C# 2010 Express project file.
|
||||
|
||||
Alternatively, the contents of the `spine-csharp/src` and `spine-xna/src` directories can be copied into your project.
|
||||
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Reference in New Issue
Block a user