Updated to Starling 1.4. Fixed Starling atlas loading. Minor optimizations.

This commit is contained in:
NathanSweet 2013-10-10 15:09:06 +02:00
parent 97f9b7e4d2
commit b0c4890560
5 changed files with 25 additions and 22 deletions

View File

@ -10,7 +10,7 @@
</excludedEntries>
</libraryPathEntry>
<libraryPathEntry kind="3" linkType="1" path="/spine-as3/bin/spine-as3.swc" useDefaultLinkType="false"/>
<libraryPathEntry kind="3" linkType="1" path="libs/starling-1.3.swc" useDefaultLinkType="false"/>
<libraryPathEntry kind="3" linkType="1" path="libs/starling-1.4.swc" useDefaultLinkType="false"/>
</libraryPath>
<sourceAttachmentPath/>
</compiler>

Binary file not shown.

View File

@ -48,6 +48,7 @@ import starling.display.BlendMode;
import starling.display.DisplayObject;
import starling.utils.Color;
import starling.utils.MatrixUtil;
import starling.utils.VertexData;
public class SkeletonSprite extends DisplayObject implements IAnimatable {
static private var tempPoint:Point = new Point();
@ -71,33 +72,35 @@ public class SkeletonSprite extends DisplayObject implements IAnimatable {
override public function render (support:RenderSupport, alpha:Number) : void {
alpha *= this.alpha * skeleton.a;
var r:Number = skeleton.r * 255;
var g:Number = skeleton.g * 255;
var b:Number = skeleton.b * 255;
var x:Number = skeleton.x;
var y:Number = skeleton.y;
var drawOrder:Vector.<Slot> = skeleton.drawOrder;
for (var i:int = 0, n:int = drawOrder.length; i < n; i++) {
var slot:Slot = drawOrder[i];
var regionAttachment:RegionAttachment = slot.attachment as RegionAttachment;
if (regionAttachment != null) {
var vertices:Vector.<Number> = this.vertices;
regionAttachment.computeWorldVertices(skeleton.x, skeleton.y, slot.bone, vertices);
var r:Number = skeleton.r * slot.r * 255;
var g:Number = skeleton.g * slot.g * 255;
var b:Number = skeleton.b * slot.b * 255;
regionAttachment.computeWorldVertices(x, y, slot.bone, vertices);
var a:Number = slot.a;
var rgb:uint = Color.rgb(r,g,b);
var rgb:uint = Color.rgb(r * slot.r, g * slot.g, b * slot.b);
var image:SkeletonImage = regionAttachment.rendererObject as SkeletonImage;
var vertexData:Vector.<Number> = image.vertexData.rawData;
var vertexData:VertexData = image.vertexData;
image.vertexData.setPosition(0, vertices[2], vertices[3]);
image.vertexData.setColorAndAlpha(0, rgb, a);
vertexData.setPosition(0, vertices[2], vertices[3]);
vertexData.setColorAndAlpha(0, rgb, a);
image.vertexData.setPosition(1, vertices[4], vertices[5]);
image.vertexData.setColorAndAlpha(1, rgb, a);
vertexData.setPosition(1, vertices[4], vertices[5]);
vertexData.setColorAndAlpha(1, rgb, a);
image.vertexData.setPosition(2, vertices[0], vertices[1]);
image.vertexData.setColorAndAlpha(2, rgb, a);
image.vertexData.setPosition(3, vertices[6], vertices[7]);
image.vertexData.setColorAndAlpha(3, rgb, a);
vertexData.setPosition(2, vertices[0], vertices[1]);
vertexData.setColorAndAlpha(2, rgb, a);
vertexData.setPosition(3, vertices[6], vertices[7]);
vertexData.setColorAndAlpha(3, rgb, a);
image.updateVertices();
support.blendMode = slot.data.additiveBlending ? BlendMode.ADD : BlendMode.NORMAL;

View File

@ -62,12 +62,12 @@ public class StarlingAtlasAttachmentLoader implements AttachmentLoader {
var frame:Rectangle = texture.frame;
texture = Texture.fromTexture(texture); // Discard frame.
regionAttachment.rendererObject = new SkeletonImage(texture);
regionAttachment.regionOffsetX = frame.x;
regionAttachment.regionOffsetY = frame.y;
regionAttachment.regionWidth = frame.width;
regionAttachment.regionHeight = frame.height;
regionAttachment.regionOriginalWidth = texture.width;
regionAttachment.regionOriginalHeight = texture.height;
regionAttachment.regionOffsetX = -frame.x;
regionAttachment.regionOffsetY = -frame.y;
regionAttachment.regionWidth = texture.width;
regionAttachment.regionHeight = texture.height;
regionAttachment.regionOriginalWidth = frame.width;
regionAttachment.regionOriginalHeight = frame.height;
return regionAttachment;
case AttachmentType.boundingbox:
return new BoundingBoxAttachment(name);