mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
[phaser] More example work, Stretchyman idle animation.
This commit is contained in:
parent
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commit
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@ -358,12 +358,10 @@ cp -f ../coin/export/coin-pro.skel "$ROOT/spine-ts/spine-phaser/example/assets/"
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cp -f ../coin/export/coin-pma.atlas "$ROOT/spine-ts/spine-phaser/example/assets/"
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cp -f ../coin/export/coin-pma.png "$ROOT/spine-ts/spine-phaser/example/assets/"
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cp -f ../stretchyman/export/stretchyman-pro.json "$ROOT/spine-ts/spine-phaser/example/assets/"
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cp -f ../stretchyman/export/stretchyman-pro.skel "$ROOT/spine-ts/spine-phaser/example/assets/"
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cp -f ../stretchyman/export/stretchyman-pma.atlas "$ROOT/spine-ts/spine-phaser/example/assets/"
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cp -f ../stretchyman/export/stretchyman-pma.png "$ROOT/spine-ts/spine-phaser/example/assets/"
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cp -f ../vine/export/vine-pro.skel "$ROOT/spine-ts/spine-phaser/example/assets/"
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cp -f ../vine/export/vine-pma.atlas "$ROOT/spine-ts/spine-phaser/example/assets/"
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cp -f ../vine/export/vine-pma.png "$ROOT/spine-ts/spine-phaser/example/assets/"
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cp -f ../mix-and-match/export/mix-and-match-pro.json "$ROOT/spine-ts/spine-phaser/example/assets/"
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cp -f ../mix-and-match/export/mix-and-match-pro.skel "$ROOT/spine-ts/spine-phaser/example/assets/"
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cp -f ../mix-and-match/export/mix-and-match-pma.atlas "$ROOT/spine-ts/spine-phaser/example/assets/"
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cp -f ../mix-and-match/export/mix-and-match-pma.png "$ROOT/spine-ts/spine-phaser/example/assets/"
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@ -3,14 +3,17 @@ stretchyman-pma.png
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filter: Linear, Linear
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pma: true
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back-arm
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bounds: 149, 45, 72, 202
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bounds: 679, 173, 72, 202
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rotate: 90
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back-leg
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bounds: 312, 4, 100, 318
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bounds: 2, 2, 100, 318
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rotate: 90
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body
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bounds: 223, 106, 141, 452
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bounds: 2, 104, 141, 452
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rotate: 90
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front-arm
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bounds: 2, 26, 145, 221
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bounds: 456, 100, 145, 221
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rotate: 90
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head
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bounds: 223, 2, 87, 102
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bounds: 322, 15, 87, 102
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rotate: 90
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@ -2,14 +2,17 @@ stretchyman.png
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size: 1024, 256
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filter: Linear, Linear
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back-arm
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bounds: 149, 45, 72, 202
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bounds: 679, 173, 72, 202
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rotate: 90
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back-leg
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bounds: 312, 4, 100, 318
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bounds: 2, 2, 100, 318
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rotate: 90
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body
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bounds: 223, 106, 141, 452
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bounds: 2, 104, 141, 452
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rotate: 90
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front-arm
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bounds: 2, 26, 145, 221
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bounds: 456, 100, 145, 221
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rotate: 90
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head
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bounds: 223, 2, 87, 102
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bounds: 322, 15, 87, 102
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rotate: 90
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@ -19,19 +19,20 @@
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<li>Phaser</li>
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<ul>
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<li><a href="/spine-phaser/example/basic-example.html">Basic example</a></li>
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<li><a href="/spine-phaser/example/events-example.html">Events example</a></li>
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<li><a href="/spine-phaser/example/mix-and-match-example.html">Mix and match example</a></li>
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<li><a href="/spine-phaser/example/arcade-physics-example.html">Arcade physics example</a></li>
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<li><a href="/spine-phaser/example/control-bones-example.html">Control bones example</a></li>
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<li><a href="/spine-phaser/example/batching-test.html">Batching test</a></li>
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<li><a href="/spine-phaser/example/multi-scene-test.html">Multi-scene test</a></li>
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<li><a href="/spine-phaser/example/bounds-test.html">Bounds test</a></li>
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<li><a href="/spine-phaser/example/visibility-test.html">Visibility test</a></li>
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<li><a href="/spine-phaser/example/arcade-physics-test.html">Arcade physics example</a></li>
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<li><a href="/spine-phaser/example/visibility-test.html">Visibility test</a></li>
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<li><a href="/spine-phaser/example/blend-test.html">Blend test</a></li>
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<li><a href="/spine-phaser/example/camera-pipeline-test.html">Camera pipeline test</a></li>
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<li><a href="/spine-phaser/example/control-bones-test.html">Control bones</a></li>
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<li><a href="/spine-phaser/example/camera-pipeline-test.html">Camera pipeline test</a></li>
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<li><a href="/spine-phaser/example/extended-class-test.html">Extended class</a></li>
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<li><a href="/spine-phaser/example/canvas-test.html">Canvas test</a></li>
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<li><a href="/spine-phaser/example/depth-test.html">Depth test</a></li>
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<li><a href="/spine-phaser/example/render-to-texture-test.html">Render to texture test</a></li>
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<li><a href="/spine-phaser/example/mix-and-match.html">Mix and match</a></li>
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<li><a href="/spine-phaser/example/depth-test.html">Depth test</a></li>
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<li><a href="/spine-phaser/example/render-to-texture-test.html">Render to texture test</a></li>
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</ul>
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<li>Player</li>
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<ul>
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61
spine-ts/spine-phaser/example/arcade-physics-example.html
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61
spine-ts/spine-phaser/example/arcade-physics-example.html
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@ -0,0 +1,61 @@
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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@3.55.2/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>Arcade Physics example</h1>
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</body>
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<script>
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class PhysicsExample extends Phaser.Scene {
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preload() {
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this.load.spineBinary("coin-data", "assets/coin-pro.skel");
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this.load.spineAtlas("coin-atlas", "assets/coin-pma.atlas");
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}
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create() {
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const coin = this.add.spine(400, 200, 'coin-data', "coin-atlas");
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coin.animationState.setAnimation(0, "animation", true);
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coin.setScale(0.3);
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coin.setSize(280, 280);
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this.physics.add.existing(coin);
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coin.body.setOffset(0, 50);
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coin.body.setVelocity(100, 200);
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coin.body.setBounce(1, 1);
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coin.body.setCollideWorldBounds(true);
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}
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}
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const config = {
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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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physics: {
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default: 'arcade',
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arcade: {
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debug: true,
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gravity: { y: 200 }
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}
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},
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scene: [PhysicsExample],
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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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const game = new Phaser.Game(config);
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</script>
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</html>
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@ -1,61 +0,0 @@
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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@3.55.2/dist/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>Arcade Physics example</h1>
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</body>
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<script>
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const config = {
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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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physics: {
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default: 'arcade',
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arcade: {
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debug: true,
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gravity: { y: 200 }
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}
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},
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scene: {
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preload: preload,
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create: create,
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pack: {
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files: [
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{ type: "scenePlugin", key: "spine.SpinePlugin", url: "../dist/iife/spine-phaser.js", sceneKey: "spine" }
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]
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}
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}
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};
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const game = new Phaser.Game(config);
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function preload() {
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this.load.spineBinary("coin-data", "assets/coin-pro.skel");
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this.load.spineAtlas("coin-atlas", "assets/coin-pma.atlas");
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}
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function create() {
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const coin = this.add.spine(400, 200, 'coin-data', "coin-atlas");
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coin.animationState.setAnimation(0, "animation", true);
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coin.setScale(0.3);
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coin.setSize(280, 280);
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this.physics.add.existing(coin);
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coin.body.setOffset(0, 50);
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coin.body.setVelocity(100, 200);
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coin.body.setBounce(1, 1);
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coin.body.setCollideWorldBounds(true);
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}
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</script>
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</html>
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@ -24,16 +24,11 @@
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const spineboy = this.add.spine(400, 500, 'spineboy-data', "spineboy-atlas");
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spineboy.scale = 0.5;
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spineboy.animationState.setAnimation(0, "walk", true);
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const spineboy2 = this.make.spine({
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x: 200, y: 500, dataKey: "spineboy-data", atlasKey: "spineboy-atlas"
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});
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this.add.existing(spineboy2);
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}
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}
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const config = {
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type: Phaser.AUTO,
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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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@ -43,9 +38,7 @@
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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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const game = new Phaser.Game(config);
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});
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</script>
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</html>
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@ -14,15 +14,25 @@
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<h1>Basic example</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(400, 500, 'spineboy-data', "spineboy-atlas");
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spineboy.scale = 0.5;
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spineboy.animationState.setAnimation(0, "walk", true);
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}
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}
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const config = {
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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: {
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preload: preload,
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create: create,
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},
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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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@ -31,17 +41,6 @@
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};
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const game = new Phaser.Game(config);
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function 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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function create() {
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const spineboy = this.add.spine(400, 500, 'spineboy-data', "spineboy-atlas");
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spineboy.scale = 0.5;
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spineboy.animationState.setAnimation(0, "walk", true);
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}
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</script>
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</html>
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72
spine-ts/spine-phaser/example/control-bones-example.html
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72
spine-ts/spine-phaser/example/control-bones-example.html
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@ -0,0 +1,72 @@
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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@3.55.2/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>Control bones</h1>
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<script>
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class ControlBonesExample extends Phaser.Scene {
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preload() {
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this.load.spineBinary("stretchyman-data", "assets/stretchyman-pro.skel");
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this.load.spineAtlas("stretchyman-atlas", "assets/stretchyman-pma.atlas");
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}
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create() {
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const stretchyman = this.add.spine(400, 580, 'stretchyman-data', "stretchyman-atlas");
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stretchyman.animationState.setEmptyAnimation(0, true);
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stretchyman.updatePose(0);
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const controlBoneNames = ["back-arm-ik-target", "back-leg-ik-target", "front-arm-ik-target", "front-leg-ik-target"];
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const controlBones = [];
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for (var i = 0; i < controlBoneNames.length; i++) {
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const bone = stretchyman.skeleton.findBone(controlBoneNames[i]);
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const point = { x: bone.worldX, y: bone.worldY };
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stretchyman.skeletonToPhaserWorldCoordinates(point);
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const control = this.add.circle(point.x, point.y, 4, 0xff00ff).setData('bone', bone);
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controlBones.push(control);
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control.setInteractive();
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this.input.setDraggable(control);
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this.input.on('drag', function (pointer, gameObject, dragX, dragY) {
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gameObject.x = dragX;
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gameObject.y = dragY;
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}, this);
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}
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stretchyman.beforeUpdateWorldTransforms = () => {
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for (let controlBone of controlBones) {
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const bone = controlBone.getData('bone');
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const point = { x: controlBone.x, y: controlBone.y};
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stretchyman.phaserWorldCoordinatesToBone(point, bone);
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bone.x = point.x;
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bone.y = point.y;
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}
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}
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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: [ControlBonesExample],
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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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</body>
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</html>
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@ -1,70 +0,0 @@
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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@3.55.2/dist/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>Control bones</h1>
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<script>
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const config = {
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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: {
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preload: preload,
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create: create,
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pack: {
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files: [
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{ type: "scenePlugin", key: "spine.SpinePlugin", url: "../dist/iife/spine-phaser.js", sceneKey: "spine" }
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]
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}
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}
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};
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const game = new Phaser.Game(config);
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function preload() {
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this.load.spineBinary("stretchyman-data", "assets/stretchyman-pro.skel");
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this.load.spineAtlas("stretchyman-atlas", "assets/stretchyman-pma.atlas");
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}
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function create() {
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const stretchyman = this.add.spine(400, 550, 'stretchyman-data', "stretchyman-atlas");
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stretchyman.scale = 0.8;
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stretchyman.skeleton.updateWorldTransform();
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const controlBones = ["back-arm-ik-target", "back-leg-ik-target", "front-arm-ik-target", "front-leg-ik-target"];
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for (var i = 0; i < controlBones.length; i++) {
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const bone = stretchyman.skeleton.findBone(controlBones[i]);
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const point = { x: bone.worldX, y: bone.worldY };
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stretchyman.skeletonToPhaserWorldCoordinates(point);
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const control = this.add.circle(point.x, point.y, 4, 0xff00ff).setData('bone', bone);
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control.setInteractive();
|
||||
this.input.setDraggable(control);
|
||||
this.input.on('drag', function (pointer, gameObject, dragX, dragY) {
|
||||
gameObject.x = dragX;
|
||||
gameObject.y = dragY;
|
||||
|
||||
const bone = gameObject.getData('bone');
|
||||
const point = { x: dragX, y: dragY };
|
||||
stretchyman.phaserWorldCoordinatesToBone(point, bone);
|
||||
|
||||
bone.x = point.x;
|
||||
bone.y = point.y;
|
||||
bone.update();
|
||||
}, this);
|
||||
}
|
||||
}
|
||||
</script>
|
||||
</body>
|
||||
|
||||
</html>
|
||||
70
spine-ts/spine-phaser/example/events-example.html
Normal file
70
spine-ts/spine-phaser/example/events-example.html
Normal file
@ -0,0 +1,70 @@
|
||||
<!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@3.55.2/dist/phaser.js"></script>
|
||||
<script src="../dist/iife/spine-phaser.js"></script>
|
||||
<title>Spine Phaser Example</title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<h1>Events example</h1>
|
||||
<div style="display: flex; flex-direction: column; width: 800px">
|
||||
<canvas id="game" width="800" height="600"></canvas>
|
||||
<textarea id="log" style="height: 10em;"></textarea>
|
||||
</div>
|
||||
</body>
|
||||
<script>
|
||||
function log(message) {
|
||||
let log = document.querySelector("#log");
|
||||
log.textContent += message + "\n";
|
||||
log.scrollTop = log.scrollHeight;
|
||||
console.log(message);
|
||||
}
|
||||
|
||||
class EventsExample extends Phaser.Scene {
|
||||
preload() {
|
||||
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
|
||||
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
|
||||
}
|
||||
|
||||
create() {
|
||||
const spineboy = this.add.spine(400, 500, 'spineboy-data', "spineboy-atlas");
|
||||
spineboy.scale = 0.5;
|
||||
|
||||
spineboy.animationState.addListener({
|
||||
start: (entry) => log(`Started animation ${entry.animation.name}`),
|
||||
interrupt: (entry) => log(`Interrupted animation ${entry.animation.name}`),
|
||||
end: (entry) => log(`Ended animation ${entry.animation.name}`),
|
||||
dispose: (entry) => log(`Disposed animation ${entry.animation.name}`),
|
||||
complete: (entry) => log(`Completed animation ${entry.animation.name}`),
|
||||
})
|
||||
|
||||
spineboy.animationState.setAnimation(0, "walk", true);
|
||||
const trackEntry = spineboy.animationState.addAnimation(0, "run", 3, true);
|
||||
trackEntry.listener = {
|
||||
event: (entry, event) => log(`Custom event for ${entry.animation.name}: ${event.data.name}`)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const config = {
|
||||
canvas: document.querySelector("#game"),
|
||||
width: 800,
|
||||
height: 600,
|
||||
type: Phaser.WEBGL,
|
||||
scene: [EventsExample],
|
||||
plugins: {
|
||||
scene: [
|
||||
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
|
||||
]
|
||||
}
|
||||
};
|
||||
|
||||
const game = new Phaser.Game(config);
|
||||
</script>
|
||||
|
||||
</html>
|
||||
@ -96,7 +96,8 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
|
||||
this.skeleton = this.plugin.createSkeleton(dataKey, atlasKey);
|
||||
this.animationStateData = new AnimationStateData(this.skeleton.data);
|
||||
this.animationState = new AnimationState(this.animationStateData);
|
||||
this.updateSize();
|
||||
this.skeleton.updateWorldTransform();
|
||||
this.updateSize();
|
||||
}
|
||||
|
||||
public get displayOriginX () {
|
||||
@ -172,9 +173,7 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
|
||||
}
|
||||
}
|
||||
|
||||
preUpdate (time: number, delta: number) {
|
||||
if (!this.skeleton || !this.animationState) return;
|
||||
|
||||
updatePose(delta: number) {
|
||||
this.animationState.update(delta / 1000);
|
||||
this.animationState.apply(this.skeleton);
|
||||
this.beforeUpdateWorldTransforms(this);
|
||||
@ -182,6 +181,11 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
|
||||
this.afterUpdateWorldTransforms(this);
|
||||
}
|
||||
|
||||
preUpdate (time: number, delta: number) {
|
||||
if (!this.skeleton || !this.animationState) return;
|
||||
this.updatePose();
|
||||
}
|
||||
|
||||
preDestroy () {
|
||||
// FIXME tear down any event emitters
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user