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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
[flutter] Add physics example.
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@ -124,6 +124,10 @@ cp -f ../dragon/export/dragon.atlas "$ROOT/spine-flutter/example/assets/"
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cp -f ../dragon/export/dragon.png "$ROOT/spine-flutter/example/assets/"
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cp -f ../dragon/export/dragon_*.png "$ROOT/spine-flutter/example/assets/"
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cp -f ../celestial-circus/export/celestial-circus-pro.skel "$ROOT/spine-flutter/example/assets/"
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cp -f ../celestial-circus/export/celestial-circus.atlas "$ROOT/spine-flutter/example/assets/"
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cp -f ../celestial-circus/export/celestial-circus.png "$ROOT/spine-flutter/example/assets/"
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echo "spine-godot"
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rm -f "$ROOT"/spine-godot/example/assets/spineboy/*.atlas
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rm -f "$ROOT"/spine-godot/example/assets/spineboy/*.png
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BIN
spine-flutter/example/assets/celestial-circus-pro.skel
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BIN
spine-flutter/example/assets/celestial-circus-pro.skel
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Binary file not shown.
173
spine-flutter/example/assets/celestial-circus.atlas
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173
spine-flutter/example/assets/celestial-circus.atlas
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@ -0,0 +1,173 @@
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celestial-circus.png
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size: 1024, 1024
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filter: Linear, Linear
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scale: 0.4
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arm-back-down
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bounds: 324, 401, 38, 82
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rotate: 90
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arm-back-up
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bounds: 290, 44, 83, 116
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rotate: 90
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arm-front-down
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bounds: 706, 2, 36, 78
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rotate: 90
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arm-front-up
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bounds: 860, 138, 77, 116
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bench
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bounds: 725, 256, 189, 48
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body-bottom
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bounds: 879, 868, 154, 124
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rotate: 90
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body-top
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bounds: 725, 128, 126, 133
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rotate: 90
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chest
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bounds: 408, 26, 104, 93
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cloud-back
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bounds: 752, 378, 202, 165
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cloud-front
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bounds: 2, 2, 325, 196
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rotate: 90
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collar
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bounds: 786, 13, 47, 26
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ear
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bounds: 1002, 643, 20, 28
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eye-back-shadow
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bounds: 428, 395, 14, 10
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eye-front-shadow
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bounds: 704, 529, 24, 14
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eye-reflex-back
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bounds: 860, 128, 8, 7
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rotate: 90
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eye-reflex-front
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bounds: 726, 386, 10, 7
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eye-white-back
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bounds: 835, 23, 13, 16
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eye-white-front
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bounds: 1005, 1000, 22, 17
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rotate: 90
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eyelashes-down-back
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bounds: 232, 329, 11, 6
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rotate: 90
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eyelashes-down-front
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bounds: 913, 851, 15, 6
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rotate: 90
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eyelashes-top-back
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bounds: 408, 395, 18, 10
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eyelashes-top-front
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bounds: 702, 179, 30, 16
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rotate: 90
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face
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bounds: 514, 26, 93, 102
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rotate: 90
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feathers-back
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bounds: 954, 625, 46, 46
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feathers-front
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bounds: 706, 40, 72, 86
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fringe-middle-back
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bounds: 200, 6, 33, 52
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rotate: 90
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fringe-middle-front
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bounds: 878, 76, 60, 50
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rotate: 90
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fringe-side-back
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bounds: 780, 41, 27, 94
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rotate: 90
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fringe-side-front
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bounds: 939, 161, 26, 93
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glove-bottom-back
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bounds: 954, 572, 51, 41
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rotate: 90
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glove-bottom-front
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bounds: 916, 256, 47, 48
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hair-back-1
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bounds: 444, 395, 132, 306
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rotate: 90
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hair-back-2
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bounds: 438, 211, 80, 285
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rotate: 90
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hair-back-3
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bounds: 719, 306, 70, 268
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rotate: 90
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hair-back-4
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bounds: 438, 121, 88, 262
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rotate: 90
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hair-back-5
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bounds: 438, 293, 88, 279
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rotate: 90
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hair-back-6
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bounds: 200, 41, 88, 286
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hair-hat-shadow
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bounds: 232, 398, 90, 41
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hand-back
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bounds: 954, 673, 60, 47
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rotate: 90
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hand-front
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bounds: 967, 172, 53, 60
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hat-back
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bounds: 954, 802, 64, 45
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rotate: 90
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hat-front
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bounds: 780, 70, 96, 56
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head-back
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bounds: 618, 17, 102, 86
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rotate: 90
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jabot
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bounds: 967, 234, 70, 55
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rotate: 90
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leg-back
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bounds: 232, 441, 210, 333
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leg-front
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bounds: 444, 529, 258, 320
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logo-brooch
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bounds: 954, 545, 16, 25
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mouth
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bounds: 408, 121, 22, 6
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neck
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bounds: 232, 342, 39, 56
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rotate: 90
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nose
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bounds: 742, 529, 6, 7
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rotate: 90
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nose-highlight
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bounds: 719, 300, 4, 4
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nose-shadow
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bounds: 869, 128, 7, 8
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pupil-back
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bounds: 730, 529, 10, 14
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pupil-front
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bounds: 254, 21, 12, 18
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rope-back
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bounds: 232, 383, 10, 492
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rotate: 90
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rope-front
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bounds: 232, 383, 10, 492
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rotate: 90
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rope-front-bottom
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bounds: 954, 735, 42, 65
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skirt
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bounds: 2, 776, 440, 246
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sock-bow
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bounds: 408, 407, 33, 32
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spine-logo-body
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bounds: 879, 853, 13, 32
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rotate: 90
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star-big
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bounds: 939, 141, 18, 24
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rotate: 90
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star-medium
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bounds: 742, 537, 6, 8
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rotate: 90
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star-small
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bounds: 719, 378, 3, 4
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rotate: 90
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underskirt
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bounds: 2, 329, 445, 228
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rotate: 90
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underskirt-back
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bounds: 444, 851, 433, 171
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wing-back
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bounds: 290, 129, 146, 252
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wing-front
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bounds: 704, 545, 304, 248
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rotate: 90
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BIN
spine-flutter/example/assets/celestial-circus.png
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BIN
spine-flutter/example/assets/celestial-circus.png
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Binary file not shown.
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After Width: | Height: | Size: 790 KiB |
@ -36,6 +36,7 @@ import 'dress_up.dart';
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import 'flame_example.dart';
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import 'ik_following.dart';
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import 'pause_play_animation.dart';
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import 'physics.dart';
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import 'simple_animation.dart';
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class ExampleSelector extends StatelessWidget {
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@ -119,6 +120,18 @@ class ExampleSelector extends StatelessWidget {
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);
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},
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),
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spacer,
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ElevatedButton(
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child: const Text('Physics'),
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onPressed: () {
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Navigator.push(
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context,
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MaterialPageRoute<void>(
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builder: (context) => const PhysicsTest(),
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),
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);
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},
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),
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spacer,
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ElevatedButton(
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child: const Text('Flame: Simple Example'),
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88
spine-flutter/example/lib/physics.dart
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88
spine-flutter/example/lib/physics.dart
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@ -0,0 +1,88 @@
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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 'package:spine_flutter/spine_flutter.dart';
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import 'package:flutter/material.dart';
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class PhysicsTest extends StatefulWidget {
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const PhysicsTest({Key? key}) : super(key: key);
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@override
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PhysicsState createState() => PhysicsState();
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}
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class PhysicsState extends State<PhysicsTest> {
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late SpineWidgetController controller;
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Offset? mousePosition;
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Offset? lastMousePosition;
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Offset? delta;
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@override
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void initState() {
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super.initState();
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controller = SpineWidgetController(onInitialized: (controller) {
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controller.animationState.setAnimationByName(0, "eyeblink-long", true);
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controller.animationState.setAnimationByName(1, "wings-and-feet", true);
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}, onAfterUpdateWorldTransforms: (controller) {
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if (lastMousePosition == null) {
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lastMousePosition = mousePosition;
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return;
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}
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if (mousePosition == null) {
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return;
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}
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final dx = mousePosition!.dx - lastMousePosition!.dx;
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final dy = mousePosition!.dy - lastMousePosition!.dy;
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final position = controller.skeleton.getPosition();
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position.x += dx;
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position.y += dy;
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controller.skeleton.setPosition(position.x, position.y);
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lastMousePosition = mousePosition;
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});
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}
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void _updateBonePosition(Offset position) {
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mousePosition = controller.toSkeletonCoordinates(position);
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}
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@override
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Widget build(BuildContext context) {
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reportLeaks();
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return Scaffold(
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appBar: AppBar(title: const Text('Physics (drag anywhere)')),
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body: GestureDetector(
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onPanDown: (drag) => _updateBonePosition(drag.localPosition),
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onPanUpdate: (drag) => _updateBonePosition(drag.localPosition),
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child: SpineWidget.fromAsset("assets/celestial-circus.atlas", "assets/celestial-circus-pro.skel", controller),
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));
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}
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}
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@ -3008,6 +3008,12 @@ class Skeleton {
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_bindings.spine_skeleton_set_position(_skeleton, x, y);
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}
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Vec2 getPosition() {
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final x = _bindings.spine_skeleton_get_x(_skeleton);
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final y = _bindings.spine_skeleton_get_y(_skeleton);
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return Vec2(x, y);
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}
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/// Sets the skeleton X position, which is added to the root bone worldX position.
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///
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/// Bones that do not inherit translation are still affected by this property.
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