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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-22 02:06:03 +08:00
Updated to Starling 1.4. Fixed Starling atlas loading. Minor optimizations.
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@ -10,7 +10,7 @@
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</excludedEntries>
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</libraryPathEntry>
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<libraryPathEntry kind="3" linkType="1" path="/spine-as3/bin/spine-as3.swc" useDefaultLinkType="false"/>
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<libraryPathEntry kind="3" linkType="1" path="libs/starling-1.3.swc" useDefaultLinkType="false"/>
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<libraryPathEntry kind="3" linkType="1" path="libs/starling-1.4.swc" useDefaultLinkType="false"/>
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</libraryPath>
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<sourceAttachmentPath/>
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</compiler>
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spine-starling/spine-starling/libs/starling-1.4.swc
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spine-starling/spine-starling/libs/starling-1.4.swc
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@ -48,6 +48,7 @@ import starling.display.BlendMode;
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import starling.display.DisplayObject;
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import starling.utils.Color;
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import starling.utils.MatrixUtil;
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import starling.utils.VertexData;
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public class SkeletonSprite extends DisplayObject implements IAnimatable {
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static private var tempPoint:Point = new Point();
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@ -71,33 +72,35 @@ public class SkeletonSprite extends DisplayObject implements IAnimatable {
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override public function render (support:RenderSupport, alpha:Number) : void {
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alpha *= this.alpha * skeleton.a;
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var r:Number = skeleton.r * 255;
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var g:Number = skeleton.g * 255;
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var b:Number = skeleton.b * 255;
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var x:Number = skeleton.x;
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var y:Number = skeleton.y;
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var drawOrder:Vector.<Slot> = skeleton.drawOrder;
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for (var i:int = 0, n:int = drawOrder.length; i < n; i++) {
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var slot:Slot = drawOrder[i];
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var regionAttachment:RegionAttachment = slot.attachment as RegionAttachment;
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if (regionAttachment != null) {
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var vertices:Vector.<Number> = this.vertices;
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regionAttachment.computeWorldVertices(skeleton.x, skeleton.y, slot.bone, vertices);
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var r:Number = skeleton.r * slot.r * 255;
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var g:Number = skeleton.g * slot.g * 255;
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var b:Number = skeleton.b * slot.b * 255;
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regionAttachment.computeWorldVertices(x, y, slot.bone, vertices);
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var a:Number = slot.a;
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var rgb:uint = Color.rgb(r,g,b);
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var rgb:uint = Color.rgb(r * slot.r, g * slot.g, b * slot.b);
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var image:SkeletonImage = regionAttachment.rendererObject as SkeletonImage;
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var vertexData:Vector.<Number> = image.vertexData.rawData;
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var vertexData:VertexData = image.vertexData;
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image.vertexData.setPosition(0, vertices[2], vertices[3]);
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image.vertexData.setColorAndAlpha(0, rgb, a);
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vertexData.setPosition(0, vertices[2], vertices[3]);
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vertexData.setColorAndAlpha(0, rgb, a);
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image.vertexData.setPosition(1, vertices[4], vertices[5]);
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image.vertexData.setColorAndAlpha(1, rgb, a);
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vertexData.setPosition(1, vertices[4], vertices[5]);
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vertexData.setColorAndAlpha(1, rgb, a);
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image.vertexData.setPosition(2, vertices[0], vertices[1]);
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image.vertexData.setColorAndAlpha(2, rgb, a);
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image.vertexData.setPosition(3, vertices[6], vertices[7]);
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image.vertexData.setColorAndAlpha(3, rgb, a);
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vertexData.setPosition(2, vertices[0], vertices[1]);
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vertexData.setColorAndAlpha(2, rgb, a);
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vertexData.setPosition(3, vertices[6], vertices[7]);
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vertexData.setColorAndAlpha(3, rgb, a);
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image.updateVertices();
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support.blendMode = slot.data.additiveBlending ? BlendMode.ADD : BlendMode.NORMAL;
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@ -62,12 +62,12 @@ public class StarlingAtlasAttachmentLoader implements AttachmentLoader {
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var frame:Rectangle = texture.frame;
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texture = Texture.fromTexture(texture); // Discard frame.
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regionAttachment.rendererObject = new SkeletonImage(texture);
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regionAttachment.regionOffsetX = frame.x;
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regionAttachment.regionOffsetY = frame.y;
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regionAttachment.regionWidth = frame.width;
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regionAttachment.regionHeight = frame.height;
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regionAttachment.regionOriginalWidth = texture.width;
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regionAttachment.regionOriginalHeight = texture.height;
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regionAttachment.regionOffsetX = -frame.x;
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regionAttachment.regionOffsetY = -frame.y;
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regionAttachment.regionWidth = texture.width;
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regionAttachment.regionHeight = texture.height;
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regionAttachment.regionOriginalWidth = frame.width;
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regionAttachment.regionOriginalHeight = frame.height;
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return regionAttachment;
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case AttachmentType.boundingbox:
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return new BoundingBoxAttachment(name);
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