Updated spine-love to latest spine-lua.

This commit is contained in:
NathanSweet 2013-10-22 11:42:41 +02:00
parent ee4ad778af
commit 7c9f72eef7
2 changed files with 91 additions and 41 deletions

View File

@ -28,7 +28,6 @@ local spine = require "spine-love.spine"
local json = spine.SkeletonJson.new()
json.scale = 1
local skeletonData = json:readSkeletonDataFile("data/spineboy.json")
local walkAnimation = skeletonData:findAnimation("walk")
local skeleton = spine.Skeleton.new(skeletonData)
function skeleton:createImage (attachment)
@ -40,13 +39,37 @@ skeleton.y = love.graphics.getHeight() / 2 + 150
skeleton.flipX = false
skeleton.flipY = false
skeleton.debugBones = true -- Omit or set to false to not draw debug lines on top of the images.
skeleton.debugSlots = false
skeleton.debugSlots = true
skeleton:setToSetupPose()
local animationTime = 0
-- AnimationStateData defines crossfade durations between animations.
local stateData = spine.AnimationStateData.new(skeletonData)
stateData:setMix("walk", "jump", 0.2)
stateData:setMix("jump", "walk", 0.4)
-- AnimationState has a queue of animations and can apply them with crossfading.
local state = spine.AnimationState.new(stateData)
state:setAnimationByName(0, "drawOrder")
state:addAnimationByName(0, "jump", false, 0)
state:addAnimationByName(0, "walk", true, 0)
state.onStart = function (trackIndex)
print(trackIndex.." start: "..state:getCurrent(trackIndex).animation.name)
end
state.onEnd = function (trackIndex)
print(trackIndex.." end: "..state:getCurrent(trackIndex).animation.name)
end
state.onComplete = function (trackIndex, loopCount)
print(trackIndex.." complete: "..state:getCurrent(trackIndex).animation.name..", "..loopCount)
end
state.onEvent = function (trackIndex, event)
print(trackIndex.." event: "..state:getCurrent(trackIndex).animation.name..", "..event.data.name..", "..event.intValue..", "..event.floatValue..", '"..(event.stringValue or "").."'")
end
function love.update (delta)
animationTime = animationTime + delta
walkAnimation:apply(skeleton, animationTime, true)
-- Update the state with the delta time, apply it, and update the world transforms.
state:update(delta)
state:apply(skeleton)
skeleton:updateWorldTransform()
end

View File

@ -43,10 +43,14 @@ spine.RegionAttachment = require "spine-lua.RegionAttachment"
spine.Skeleton = require "spine-lua.Skeleton"
spine.Bone = require "spine-lua.Bone"
spine.Slot = require "spine-lua.Slot"
spine.AttachmentType = require "spine-lua.AttachmentType"
spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
spine.Animation = require "spine-lua.Animation"
spine.AnimationStateData = require "spine-lua.AnimationStateData"
spine.AnimationState = require "spine-lua.AnimationState"
spine.EventData = require "spine-lua.EventData"
spine.Event = require "spine-lua.Event"
spine.SkeletonBounds = require "spine-lua.SkeletonBounds"
spine.utils.readFile = function (fileName, base)
local path = fileName
@ -70,16 +74,27 @@ function spine.Skeleton.new (skeletonData, group)
return love.graphics.newImage(attachment.name .. ".png")
end
function self:draw()
-- updateWorldTransform positions images.
local updateWorldTransform_super = self.updateWorldTransform
function self:updateWorldTransform ()
updateWorldTransform_super(self)
if not self.images then self.images = {} end
local images = self.images
if not self.attachments then self.attachments = {} end
local attachments = self.attachments
for i,slot in ipairs(self.drawOrder) do
local attachment = slot.attachment
local image = images[attachment]
if attachment then
-- Create new image.
if not image then
if not attachment then
images[slot] = nil
elseif attachment.type == spine.AttachmentType.region then
local image = images[slot]
if image and attachments[image] ~= attachment then -- Attachment image has changed.
image = nil
end
if not image then -- Create new image.
image = self:createImage(attachment)
if image then
local imageWidth = image:getWidth()
@ -92,38 +107,50 @@ function spine.Skeleton.new (skeletonData, group)
print("Error creating image: " .. attachment.name)
image = spine.Skeleton.failed
end
self.images[attachment] = image
images[slot] = image
attachments[image] = attachment
end
-- Draw,
if image ~= spine.Skeleton.failed then
local x = slot.bone.worldX + attachment.x * slot.bone.m00 + attachment.y * slot.bone.m01
local y = slot.bone.worldY + attachment.x * slot.bone.m10 + attachment.y * slot.bone.m11
local rotation = slot.bone.worldRotation + attachment.rotation
local xScale = slot.bone.worldScaleX + attachment.scaleX - 1
local yScale = slot.bone.worldScaleY + attachment.scaleY - 1
if self.flipX then
xScale = -xScale
rotation = -rotation
end
if self.flipY then
yScale = -yScale
rotation = -rotation
end
love.graphics.setColor(self.r * slot.r, self.g * slot.g, self.b * slot.b, self.a * slot.a)
if slot.data.additiveBlending then
love.graphics.setBlendMode("additive")
else
love.graphics.setBlendMode("alpha")
end
love.graphics.draw(image,
self.x + x,
self.y - y,
-rotation * 3.1415927 / 180,
xScale * attachment.widthRatio,
yScale * attachment.heightRatio,
attachment.originX,
attachment.originY)
end
end
end
function self:draw()
if not self.images then self.images = {} end
local images = self.images
local r, g, b, a = self.r * 255, self.g * 255, self.b * 255, self.a * 255
for i,slot in ipairs(self.drawOrder) do
local image = images[slot]
if image and image ~= spine.Skeleton.failed then
local attachment = slot.attachment
local x = slot.bone.worldX + attachment.x * slot.bone.m00 + attachment.y * slot.bone.m01
local y = slot.bone.worldY + attachment.x * slot.bone.m10 + attachment.y * slot.bone.m11
local rotation = slot.bone.worldRotation + attachment.rotation
local xScale = slot.bone.worldScaleX + attachment.scaleX - 1
local yScale = slot.bone.worldScaleY + attachment.scaleY - 1
if self.flipX then
xScale = -xScale
rotation = -rotation
end
if self.flipY then
yScale = -yScale
rotation = -rotation
end
love.graphics.setColor(r * slot.r, g * slot.g, b * slot.b, a * slot.a)
if slot.data.additiveBlending then
love.graphics.setBlendMode("additive")
else
love.graphics.setBlendMode("alpha")
end
love.graphics.draw(image,
self.x + x,
self.y - y,
-rotation * 3.1415927 / 180,
xScale * attachment.widthRatio,
yScale * attachment.heightRatio,
attachment.originX,
attachment.originY)
end
end
@ -165,7 +192,7 @@ function spine.Skeleton.new (skeletonData, group)
love.graphics.setColor(0, 0, 255, 128)
for i,slot in ipairs(self.drawOrder) do
local attachment = slot.attachment
if attachment then
if attachment and attachment.type == spine.AttachmentType.region then
local x = slot.bone.worldX + attachment.x * slot.bone.m00 + attachment.y * slot.bone.m01
local y = slot.bone.worldY + attachment.x * slot.bone.m10 + attachment.y * slot.bone.m11
local rotation = slot.bone.worldRotation + attachment.rotation