mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
Merge branch '3.8-beta' of https://github.com/EsotericSoftware/spine-runtimes into 3.8-beta
This commit is contained in:
commit
80971172ef
@ -71,11 +71,11 @@
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<Compile Include="src\BlendMode.cs" />
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<Compile Include="src\BlendMode.cs" />
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<Compile Include="src\Bone.cs" />
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<Compile Include="src\Bone.cs" />
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<Compile Include="src\BoneData.cs" />
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<Compile Include="src\BoneData.cs" />
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<Compile Include="src\ConstraintData.cs" />
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<Compile Include="src\Triangulator.cs" />
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<Compile Include="src\Triangulator.cs" />
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<Compile Include="src\Event.cs" />
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<Compile Include="src\Event.cs" />
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<Compile Include="src\EventData.cs" />
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<Compile Include="src\EventData.cs" />
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<Compile Include="src\ExposedList.cs" />
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<Compile Include="src\ExposedList.cs" />
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<Compile Include="src\IConstraint.cs" />
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<Compile Include="src\IkConstraint.cs" />
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<Compile Include="src\IkConstraint.cs" />
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<Compile Include="src\IkConstraintData.cs" />
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<Compile Include="src\IkConstraintData.cs" />
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<Compile Include="src\IUpdatable.cs" />
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<Compile Include="src\IUpdatable.cs" />
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@ -33,15 +33,252 @@ using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input;
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namespace Spine {
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namespace Spine {
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public abstract class Screen {
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protected Example game;
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protected SkeletonRenderer skeletonRenderer;
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private MouseState lastMouseState;
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protected Boolean mouseClicked = false;
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public Screen(Example game) {
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this.game = game;
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skeletonRenderer = new SkeletonRenderer(game.GraphicsDevice);
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skeletonRenderer.PremultipliedAlpha = false;
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}
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public void UpdateInput() {
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MouseState state = Mouse.GetState();
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mouseClicked = lastMouseState.LeftButton == ButtonState.Pressed && state.LeftButton == ButtonState.Released;
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lastMouseState = state;
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}
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public abstract void Render(float deltaTime);
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}
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/// <summary>
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/// The raptor screen shows basic loading and rendering of a Spine skeleton.
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/// </summary>
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internal class RaptorScreen : Screen {
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Atlas atlas;
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Skeleton skeleton;
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AnimationState state;
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public RaptorScreen(Example game) : base (game) {
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// Load the texture atlas
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atlas = new Atlas("data/raptor.atlas", new XnaTextureLoader(game.GraphicsDevice));
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// Load the .json file using a scale of 0.5
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SkeletonJson json = new SkeletonJson(atlas);
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json.Scale = 0.5f;
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SkeletonData skeletonData = json.ReadSkeletonData("data/raptor-pro.json");
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// Create the skeleton and animation state
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skeleton = new Skeleton(skeletonData);
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AnimationStateData stateData = new AnimationStateData(skeleton.Data);
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state = new AnimationState(stateData);
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// Flip the skeleton on the y-axis and center it within the viewport
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skeleton.ScaleY = -1;
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skeleton.X = game.GraphicsDevice.Viewport.Width / 2;
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skeleton.Y = game.GraphicsDevice.Viewport.Height;
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// Set the "walk" animation on track one and let it loop forever
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state.SetAnimation(0, "walk", true);
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}
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public override void Render(float deltaTime) {
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// Update the animation state and apply the animations
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// to the skeleton
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state.Update(deltaTime);
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state.Apply(skeleton);
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||||||
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// Update the transformations of bones and other parts of the skeleton
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skeleton.UpdateWorldTransform();
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// Clear the screen and setup the projection matrix of the skeleton renderer
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game.GraphicsDevice.Clear(Color.Black);
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((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height, 0, 1, 0);
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// Draw the skeletons
|
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skeletonRenderer.Begin();
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||||||
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skeletonRenderer.Draw(skeleton);
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skeletonRenderer.End();
|
||||||
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|
||||||
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// Check if the mouse button was clicked and switch scene
|
||||||
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if (mouseClicked) game.currentScreen = new TankScreen(game);
|
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}
|
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}
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/// <summary>
|
||||||
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/// The tank screen shows how to enable two color tinting.
|
||||||
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/// </summary>
|
||||||
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internal class TankScreen : Screen {
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||||||
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Atlas atlas;
|
||||||
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Skeleton skeleton;
|
||||||
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AnimationState state;
|
||||||
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|
||||||
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public TankScreen(Example game) : base(game) {
|
||||||
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// Instantiate and configure the two color tinting effect and
|
||||||
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// assign it to the skeleton renderer
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var twoColorTintEffect = game.Content.Load<Effect>("Content\\SpineEffect");
|
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twoColorTintEffect.Parameters["World"].SetValue(Matrix.Identity);
|
||||||
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twoColorTintEffect.Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up));
|
||||||
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skeletonRenderer.Effect = twoColorTintEffect;
|
||||||
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|
||||||
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// The remaining code loads the atlas and skeleton data as in the raptor screen
|
||||||
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atlas = new Atlas("data/tank.atlas", new XnaTextureLoader(game.GraphicsDevice));
|
||||||
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SkeletonJson json = new SkeletonJson(atlas);
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json.Scale = 0.25f;
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SkeletonData skeletonData = json.ReadSkeletonData("data/tank-pro.json");
|
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skeleton = new Skeleton(skeletonData);
|
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AnimationStateData stateData = new AnimationStateData(skeleton.Data);
|
||||||
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state = new AnimationState(stateData);
|
||||||
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|
||||||
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skeleton.ScaleY = -1;
|
||||||
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skeleton.X = game.GraphicsDevice.Viewport.Width / 2 + 200;
|
||||||
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skeleton.Y = game.GraphicsDevice.Viewport.Height;
|
||||||
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|
||||||
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state.SetAnimation(0, "shoot", true);
|
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}
|
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|
||||||
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public override void Render(float deltaTime) {
|
||||||
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state.Update(deltaTime);
|
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state.Apply(skeleton);
|
||||||
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|
||||||
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skeleton.UpdateWorldTransform();
|
||||||
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|
||||||
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// Clear the screen and setup the projection matrix of the custom effect through the
|
||||||
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// "Projection" parameter.
|
||||||
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game.GraphicsDevice.Clear(Color.Black);
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skeletonRenderer.Effect.Parameters["Projection"].SetValue(Matrix.CreateOrthographicOffCenter(0, game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height, 0, 1, 0));
|
||||||
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|
||||||
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skeletonRenderer.Begin();
|
||||||
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skeletonRenderer.Draw(skeleton);
|
||||||
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skeletonRenderer.End();
|
||||||
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|
||||||
|
if (mouseClicked) game.currentScreen = new SpineboyScreen(game);
|
||||||
|
}
|
||||||
|
}
|
||||||
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|
||||||
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/// <summary>
|
||||||
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/// The Spineboy screen shows how to queue up multiple animations via animation state,
|
||||||
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/// set the default mix time to smoothly transition between animations, and load a
|
||||||
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/// skeleton from a binary .skel file.
|
||||||
|
/// </summary>
|
||||||
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internal class SpineboyScreen : Screen {
|
||||||
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Atlas atlas;
|
||||||
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Skeleton skeleton;
|
||||||
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AnimationState state;
|
||||||
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|
||||||
|
public SpineboyScreen(Example game) : base(game) {
|
||||||
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atlas = new Atlas("data/spineboy.atlas", new XnaTextureLoader(game.GraphicsDevice));
|
||||||
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|
||||||
|
SkeletonBinary binary = new SkeletonBinary(atlas);
|
||||||
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binary.Scale = 0.5f;
|
||||||
|
SkeletonData skeletonData = binary.ReadSkeletonData("data/spineboy-pro.skel");
|
||||||
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|
||||||
|
skeleton = new Skeleton(skeletonData);
|
||||||
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AnimationStateData stateData = new AnimationStateData(skeleton.Data);
|
||||||
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state = new AnimationState(stateData);
|
||||||
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|
||||||
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skeleton.ScaleY = -1;
|
||||||
|
skeleton.X = game.GraphicsDevice.Viewport.Width / 2;
|
||||||
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skeleton.Y = game.GraphicsDevice.Viewport.Height;
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||||||
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|
||||||
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// We want 0.2 seconds of mixing time when transitioning from
|
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// any animation to any other animation.
|
||||||
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stateData.DefaultMix = 0.2f;
|
||||||
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|
||||||
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// Set the "walk" animation on track one and let it loop forever
|
||||||
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state.SetAnimation(0, "walk", true);
|
||||||
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|
||||||
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// Queue another animation after 2 seconds to let Spineboy jump
|
||||||
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state.AddAnimation(0, "jump", false, 2);
|
||||||
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|
||||||
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// After the jump is complete, let Spineboy walk
|
||||||
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state.AddAnimation(0, "run", true, 0);
|
||||||
|
}
|
||||||
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|
||||||
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public override void Render(float deltaTime) {
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||||||
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state.Update(deltaTime);
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||||||
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state.Apply(skeleton);
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||||||
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skeleton.UpdateWorldTransform();
|
||||||
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||||||
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game.GraphicsDevice.Clear(Color.Black);
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((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height, 0, 1, 0);
|
||||||
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||||||
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skeletonRenderer.Begin();
|
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skeletonRenderer.Draw(skeleton);
|
||||||
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skeletonRenderer.End();
|
||||||
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if (mouseClicked) game.currentScreen = new MixAndMatchScreen(game);
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}
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}
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/// <summary>
|
||||||
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/// The mix-and-match screen demonstrates how to create and apply a skin
|
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/// composed of other skins. This method can be used to create customizable
|
||||||
|
/// avatar systems.
|
||||||
|
/// </summary>
|
||||||
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internal class MixAndMatchScreen : Screen {
|
||||||
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Atlas atlas;
|
||||||
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Skeleton skeleton;
|
||||||
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AnimationState state;
|
||||||
|
|
||||||
|
public MixAndMatchScreen(Example game) : base(game) {
|
||||||
|
atlas = new Atlas("data/mix-and-match.atlas", new XnaTextureLoader(game.GraphicsDevice));
|
||||||
|
|
||||||
|
SkeletonJson json = new SkeletonJson(atlas);
|
||||||
|
json.Scale = 0.5f;
|
||||||
|
SkeletonData skeletonData = json.ReadSkeletonData("data/mix-and-match-pro.json");
|
||||||
|
|
||||||
|
skeleton = new Skeleton(skeletonData);
|
||||||
|
AnimationStateData stateData = new AnimationStateData(skeleton.Data);
|
||||||
|
state = new AnimationState(stateData);
|
||||||
|
|
||||||
|
skeleton.ScaleY = -1;
|
||||||
|
skeleton.X = game.GraphicsDevice.Viewport.Width / 2;
|
||||||
|
skeleton.Y = game.GraphicsDevice.Viewport.Height;
|
||||||
|
|
||||||
|
state.SetAnimation(0, "dance", true);
|
||||||
|
|
||||||
|
// Create a new skin, by mixing and matching other skins
|
||||||
|
// that fit together. Items making up the girl are individual
|
||||||
|
// skins. Using the skin API, a new skin is created which is
|
||||||
|
// a combination of all these individual item skins.
|
||||||
|
var mixAndMatchSkin = new Spine.Skin("custom-girl");
|
||||||
|
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("skin-base"));
|
||||||
|
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("nose/short"));
|
||||||
|
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("eyes/eyelids-girly"));
|
||||||
|
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("eyes/violet"));
|
||||||
|
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("hair/brown"));
|
||||||
|
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("clothes/hoodie-orange"));
|
||||||
|
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("legs/pants-jeans"));
|
||||||
|
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("accessories/bag"));
|
||||||
|
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("accessories/hat-red-yellow"));
|
||||||
|
skeleton.SetSkin(mixAndMatchSkin);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Render(float deltaTime) {
|
||||||
|
state.Update(deltaTime);
|
||||||
|
state.Apply(skeleton);
|
||||||
|
skeleton.UpdateWorldTransform();
|
||||||
|
|
||||||
|
game.GraphicsDevice.Clear(Color.Black);
|
||||||
|
((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height, 0, 1, 0);
|
||||||
|
|
||||||
|
skeletonRenderer.Begin();
|
||||||
|
skeletonRenderer.Draw(skeleton);
|
||||||
|
skeletonRenderer.End();
|
||||||
|
|
||||||
|
if (mouseClicked) game.currentScreen = new RaptorScreen(game);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public class Example : Microsoft.Xna.Framework.Game {
|
public class Example : Microsoft.Xna.Framework.Game {
|
||||||
GraphicsDeviceManager graphics;
|
GraphicsDeviceManager graphics;
|
||||||
SkeletonRenderer skeletonRenderer;
|
public Screen currentScreen;
|
||||||
Skeleton skeleton;
|
|
||||||
Slot headSlot;
|
|
||||||
AnimationState state;
|
|
||||||
SkeletonBounds bounds = new SkeletonBounds();
|
|
||||||
|
|
||||||
private string assetsFolder = "data/";
|
|
||||||
|
|
||||||
public Example() {
|
public Example() {
|
||||||
IsMouseVisible = true;
|
IsMouseVisible = true;
|
||||||
@ -53,139 +290,15 @@ namespace Spine {
|
|||||||
}
|
}
|
||||||
|
|
||||||
protected override void LoadContent() {
|
protected override void LoadContent() {
|
||||||
// Two color tint effect, comment line 80 to disable
|
currentScreen = new MixAndMatchScreen(this);
|
||||||
var spineEffect = Content.Load<Effect>("Content\\SpineEffect");
|
|
||||||
spineEffect.Parameters["World"].SetValue(Matrix.Identity);
|
|
||||||
spineEffect.Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up));
|
|
||||||
|
|
||||||
skeletonRenderer = new SkeletonRenderer(GraphicsDevice);
|
|
||||||
skeletonRenderer.PremultipliedAlpha = false;
|
|
||||||
skeletonRenderer.Effect = spineEffect;
|
|
||||||
|
|
||||||
// String name = "spineboy-ess";
|
|
||||||
// String name = "goblins-pro";
|
|
||||||
String name = "raptor-pro";
|
|
||||||
// String name = "tank-pro";
|
|
||||||
// String name = "coin-pro";
|
|
||||||
String atlasName = name.Replace("-pro", "").Replace("-ess", "");
|
|
||||||
bool binaryData = false;
|
|
||||||
|
|
||||||
Atlas atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice));
|
|
||||||
|
|
||||||
float scale = 1;
|
|
||||||
if (name == "spineboy-ess") scale = 0.6f;
|
|
||||||
if (name == "raptor-pro") scale = 0.5f;
|
|
||||||
if (name == "tank-pro") scale = 0.3f;
|
|
||||||
if (name == "coin-pro") scale = 1;
|
|
||||||
|
|
||||||
SkeletonData skeletonData;
|
|
||||||
if (binaryData) {
|
|
||||||
SkeletonBinary binary = new SkeletonBinary(atlas);
|
|
||||||
binary.Scale = scale;
|
|
||||||
skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
SkeletonJson json = new SkeletonJson(atlas);
|
|
||||||
json.Scale = scale;
|
|
||||||
skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
|
|
||||||
}
|
|
||||||
skeleton = new Skeleton(skeletonData);
|
|
||||||
if (name == "goblins-pro") skeleton.SetSkin("goblin");
|
|
||||||
|
|
||||||
// Define mixing between animations.
|
|
||||||
AnimationStateData stateData = new AnimationStateData(skeleton.Data);
|
|
||||||
state = new AnimationState(stateData);
|
|
||||||
|
|
||||||
if (name == "spineboy-ess") {
|
|
||||||
skeleton.SetAttachment("head-bb", "head"); // Activate the head BoundingBoxAttachment.
|
|
||||||
|
|
||||||
stateData.SetMix("run", "jump", 0.2f);
|
|
||||||
stateData.SetMix("jump", "run", 0.4f);
|
|
||||||
|
|
||||||
// Event handling for all animations.
|
|
||||||
state.Start += Start;
|
|
||||||
state.End += End;
|
|
||||||
state.Complete += Complete;
|
|
||||||
state.Event += Event;
|
|
||||||
|
|
||||||
state.SetAnimation(0, "run", false);
|
|
||||||
TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
|
|
||||||
entry.End += End; // Event handling for queued animations.
|
|
||||||
state.AddAnimation(0, "run", true, 0);
|
|
||||||
}
|
|
||||||
else if (name == "raptor-pro") {
|
|
||||||
state.SetAnimation(0, "walk", true);
|
|
||||||
state.AddAnimation(1, "gun-grab", false, 2);
|
|
||||||
}
|
|
||||||
else if (name == "coin-pro") {
|
|
||||||
state.SetAnimation(0, "animation", true);
|
|
||||||
}
|
|
||||||
else if (name == "tank-pro") {
|
|
||||||
state.SetAnimation(0, "drive", true);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
state.SetAnimation(0, "walk", true);
|
|
||||||
}
|
|
||||||
|
|
||||||
skeleton.X = 400 + (name == "tank-pro" ? 300 : 0);
|
|
||||||
skeleton.Y = GraphicsDevice.Viewport.Height;
|
|
||||||
skeleton.ScaleY = -1;
|
|
||||||
skeleton.UpdateWorldTransform();
|
|
||||||
|
|
||||||
headSlot = skeleton.FindSlot("head");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Update(GameTime gameTime) {
|
protected override void Update(GameTime gameTime) {
|
||||||
base.Update(gameTime);
|
currentScreen.UpdateInput();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Draw(GameTime gameTime) {
|
protected override void Draw(GameTime gameTime) {
|
||||||
GraphicsDevice.Clear(Color.Black);
|
currentScreen.Render(gameTime.ElapsedGameTime.Milliseconds / 1000.0f);
|
||||||
|
}
|
||||||
state.Update(gameTime.ElapsedGameTime.Milliseconds / 1000f);
|
|
||||||
state.Apply(skeleton);
|
|
||||||
skeleton.UpdateWorldTransform();
|
|
||||||
if (skeletonRenderer.Effect is BasicEffect) {
|
|
||||||
((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
skeletonRenderer.Effect.Parameters["Projection"].SetValue(Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0));
|
|
||||||
}
|
|
||||||
skeletonRenderer.Begin();
|
|
||||||
skeletonRenderer.Draw(skeleton);
|
|
||||||
skeletonRenderer.End();
|
|
||||||
|
|
||||||
bounds.Update(skeleton, true);
|
|
||||||
MouseState mouse = Mouse.GetState();
|
|
||||||
if (headSlot != null) {
|
|
||||||
headSlot.G = 1;
|
|
||||||
headSlot.B = 1;
|
|
||||||
if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) {
|
|
||||||
BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
|
|
||||||
if (hit != null) {
|
|
||||||
headSlot.G = 0;
|
|
||||||
headSlot.B = 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
base.Draw(gameTime);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Start(TrackEntry entry) {
|
|
||||||
Console.WriteLine(entry + ": start");
|
|
||||||
}
|
|
||||||
|
|
||||||
public void End(TrackEntry entry) {
|
|
||||||
Console.WriteLine(entry + ": end");
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Complete(TrackEntry entry) {
|
|
||||||
Console.WriteLine(entry + ": complete ");
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Event(TrackEntry entry, Event e) {
|
|
||||||
Console.WriteLine(entry + ": event " + e);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user