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[haxe] Add coordinates transform and before/after UWT methods. Add stretchyman example.
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@ -97,7 +97,7 @@ class AnimationBoundExample extends Scene {
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public function onTouch(e:TouchEvent) {
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var touch = e.getTouch(this);
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if (touch != null && touch.phase == TouchPhase.ENDED) {
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SceneManager.getInstance().switchScene(new BasicExample());
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SceneManager.getInstance().switchScene(new StretcyhmanExample());
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}
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}
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}
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144
spine-haxe/example/src/StretcyhmanExample.hx
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144
spine-haxe/example/src/StretcyhmanExample.hx
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@ -0,0 +1,144 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import openfl.geom.Point;
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import Scene.SceneManager;
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import openfl.utils.Assets;
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import spine.SkeletonData;
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import spine.animation.AnimationStateData;
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import spine.atlas.TextureAtlas;
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import spine.starling.SkeletonSprite;
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import spine.starling.StarlingTextureLoader;
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import starling.core.Starling;
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import starling.events.TouchEvent;
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import starling.events.TouchPhase;
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import starling.display.Canvas;
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class StretcyhmanExample extends Scene {
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var loadBinary = true;
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var skeletonSprite:SkeletonSprite;
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private var movement = new openfl.geom.Point();
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private var controlBones = [];
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private var controls = [];
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public function load():Void {
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var atlas = new TextureAtlas(Assets.getText("assets/stretchyman.atlas"), new StarlingTextureLoader("assets/stretchyman.atlas"));
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var skeletondata = SkeletonData.from(loadBinary ? Assets.getBytes("assets/stretchyman-pro.skel") : Assets.getText("assets/stretchyman-pro.json"), atlas);
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var animationStateData = new AnimationStateData(skeletondata);
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animationStateData.defaultMix = 0.25;
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skeletonSprite = new SkeletonSprite(skeletondata, animationStateData);
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var bounds = skeletonSprite.skeleton.getBounds();
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skeletonSprite.scale = Starling.current.stage.stageWidth / bounds.width * 0.25;
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skeletonSprite.x = Starling.current.stage.stageWidth / 2;
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skeletonSprite.y = Starling.current.stage.stageHeight * 0.9;
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skeletonSprite.state.setAnimationByName(0, "idle", true);
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addChild(skeletonSprite);
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juggler.add(skeletonSprite);
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addText("Drag purple circles or stretchyhman.");
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addText("Click background for next scene", 10, 30);
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var controlBoneNames = [
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"back-arm-ik-target",
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"back-leg-ik-target",
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"front-arm-ik-target",
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"front-leg-ik-target",
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];
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for (boneName in controlBoneNames) {
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var bone = skeletonSprite.skeleton.findBone(boneName);
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var point = [bone.worldX, bone.worldY];
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skeletonSprite.skeletonToHaxeWorldCoordinates(point);
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var control:Canvas = new Canvas();
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control.name = boneName;
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control.beginFill(0xff00ff);
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control.drawCircle(0, 0, 6);
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control.endFill();
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control.x = point[0];
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control.y = point[1];
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controlBones.push(bone);
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controls.push(control);
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addChild(control);
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}
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var point = [.0, .0];
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skeletonSprite.beforeUpdateWorldTransforms = function (go) {
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for (i in 0...controls.length) {
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var bone = controlBones[i];
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var control = controls[i];
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point[0] = control.x;
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point[1] = control.y;
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go.haxeWorldCoordinatesToBone(point, bone);
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bone.x = point[0];
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bone.y = point[1];
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}
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};
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addEventListener(TouchEvent.TOUCH, onTouch);
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}
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public function onTouch(e:TouchEvent) {
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var touchBackground = true;
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for (control in controls) {
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var touchControl = e.getTouch(control);
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if (touchControl != null) {
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touchBackground = false;
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if (touchControl.phase == TouchPhase.MOVED) {
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touchControl.getMovement(this, movement);
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control.x += movement.x;
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control.y += movement.y;
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}
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}
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}
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var touchSkeleton = e.getTouch(skeletonSprite);
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if (touchSkeleton != null) {
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touchBackground = false;
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if (touchSkeleton.phase == TouchPhase.MOVED) {
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touchSkeleton.getMovement(this, movement);
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skeletonSprite.skeleton.x += movement.x / skeletonSprite.scale;
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skeletonSprite.skeleton.y += movement.y / skeletonSprite.scale;
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}
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}
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if (touchBackground) {
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var sceneTouch = e.getTouch(this);
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if (sceneTouch != null && sceneTouch.phase == TouchPhase.ENDED) {
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SceneManager.getInstance().switchScene(new BasicExample());
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}
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}
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}
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}
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@ -75,6 +75,9 @@ class SkeletonSprite extends DisplayObject implements IAnimatable {
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private var tempLight:spine.Color = new spine.Color(0, 0, 0);
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private var tempDark:spine.Color = new spine.Color(0, 0, 0);
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public var beforeUpdateWorldTransforms: SkeletonSprite -> Void = function(_) {};
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public var afterUpdateWorldTransforms: SkeletonSprite -> Void = function(_) {};
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public function new(skeletonData:SkeletonData, animationStateData:AnimationStateData = null) {
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super();
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Bone.yDown = true;
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@ -370,8 +373,47 @@ class SkeletonSprite extends DisplayObject implements IAnimatable {
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public function advanceTime(time:Float):Void {
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_state.update(time);
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_state.apply(skeleton);
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this.beforeUpdateWorldTransforms(this);
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skeleton.update(time);
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skeleton.updateWorldTransform(Physics.update);
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this.afterUpdateWorldTransforms(this);
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this.setRequiresRedraw();
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}
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public function skeletonToHaxeWorldCoordinates(point:Array<Float>):Void {
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var transform = this.transformationMatrix;
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var a = transform.a,
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b = transform.b,
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c = transform.c,
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d = transform.d,
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tx = transform.tx,
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ty = transform.ty;
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var x = point[0];
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var y = point[1];
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point[0] = x * a + y * c + tx;
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point[1] = x * b + y * d + ty;
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}
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public function haxeWorldCoordinatesToSkeleton(point:Array<Float>):Void {
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var transform = this.transformationMatrix.clone().invert();
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var a = transform.a,
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b = transform.b,
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c = transform.c,
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d = transform.d,
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tx = transform.tx,
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ty = transform.ty;
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var x = point[0];
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var y = point[1];
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point[0] = x * a + y * c + tx;
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point[1] = x * b + y * d + ty;
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}
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public function haxeWorldCoordinatesToBone(point:Array<Float>, bone: Bone):Void {
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this.haxeWorldCoordinatesToSkeleton(point);
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if (bone.parent != null) {
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bone.parent.worldToLocal(point);
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} else {
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bone.worldToLocal(point);
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}
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}
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}
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