[phaser] Bounds calculation, hit area support, more examples.

# Conflicts:
#	spine-ts/package-lock.json
This commit is contained in:
Mario Zechner 2022-12-14 14:35:09 +01:00
parent 69cec06c23
commit be6b19afa5
7 changed files with 332 additions and 26 deletions

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@ -0,0 +1,44 @@
<!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>Basic example</h1>
</body>
<script>
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
scene: {
preload: preload,
create: create,
},
plugins: {
scene: [
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
]
}
};
let game = new Phaser.Game(config);
function preload () {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
}
function create () {
let spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);
}
</script>
</html>

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@ -1,9 +1,17 @@
/// <reference path="../../spine-core/src/index.ts" />
/// <reference path="../../spine-canvas/src/index.ts" />
/// <reference path="../../spine-webgl/src/index.ts" />
/// <reference path="../src/index.ts" />
<!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>Batching test</h1>
</body>
<script>
var config = {
type: Phaser.AUTO,
width: 800,
@ -29,8 +37,6 @@ function preload () {
this.load.spineAtlas("raptor-atlas", "assets/raptor-pma.atlas");
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
this.load.image("nyan", "nyan.png");
let canvas = document.querySelector("#game-canvas");
}
function create () {
@ -52,4 +58,6 @@ function create () {
function update () {
debug.setText("draw calls: " + spine.PolygonBatcher.getAndResetGlobalDrawCalls() + "\ndelta: " + game.loop.delta);
}
}
</script>
</html>

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@ -0,0 +1,56 @@
<!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>Bounds test</h1>
</body>
<script>
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
scene: {
preload: preload,
create: create,
update: update,
},
plugins: {
scene: [
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
]
}
};
let game = new Phaser.Game(config);
let spineboy;
function preload () {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
}
function create () {
spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.4
spineboy.setInteractive();
this.input.enableDebug(spineboy, 0xff00ff);
spineboy.on("pointerdown", () => spineboy.animationState.setAnimation(0, "run", true));
}
let time = 0;
function update (t, delta) {
time += delta / 1000;
let scale = 0.4 + Math.cos(time) * 0.2;
spineboy.scale = scale;
spineboy.angle++;
}
</script>
</html>

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@ -5,11 +5,16 @@
<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>Spine Phaser</h1>
<ul>
<li><a href="./basic-example.html">Basic example</a></li>
<li><a href="./batching-test.html">Batching test</a></li>
<li><a href="./multi-scene-test.html">Multi-scene test</a></li>
<li><a href="./bounds-test.html">Bounds test</a></li>
<li><a href="./visibility-test.html">Visibility test</a></li>
</ul>
</body>
<script src="./index.js"></script>
</html>

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@ -0,0 +1,65 @@
<!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>Multi-scene test</h1>
</body>
<script>
class Scene1 extends Phaser.Scene {
constructor () {
super({key: "Scene1"})
}
preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
}
create() {
let spineboy = this.add.spine(400, 500, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);
this.input.once('pointerdown', () => this.scene.start('Scene2'));
}
}
class Scene2 extends Phaser.Scene {
constructor () {
super({key: "Scene2"})
}
preload() {
this.load.spineJson("raptor-data", "assets/raptor-pro.json");
this.load.spineAtlas("raptor-atlas", "assets/raptor-pma.atlas");
}
create() {
let raptor = this.add.spine(300, 600, 'raptor-data', "raptor-atlas");
raptor.scale = 0.5;
raptor.animationState.setAnimation(0, "walk", true);
this.input.once('pointerdown', () => this.scene.start('Scene1'));
}
}
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
scene: [ Scene1, Scene2 ],
plugins: {
scene: [
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
]
}
};
let game = new Phaser.Game(config);
</script>
</html>

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@ -0,0 +1,50 @@
<!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>Basic example</h1>
</body>
<script>
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
scene: {
preload: preload,
create: create,
},
plugins: {
scene: [
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
]
}
};
let game = new Phaser.Game(config);
function preload () {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
}
function create () {
let spineboy = this.add.spine(250, 500, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);
let spineboy2 = this.add.spine(550, 500, 'spineboy-data', "spineboy-atlas");
spineboy2.scale = 0.5;
spineboy2.animationState.setAnimation(0, "run", true);
this.input.on('pointerdown', () => spineboy2.visible = !spineboy2.visible);
}
</script>
</html>

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@ -2,42 +2,117 @@ import { SPINE_GAME_OBJECT_TYPE } from "./keys";
import { SpinePlugin } from "./SpinePlugin";
import { ComputedSizeMixin, DepthMixin, FlipMixin, ScrollFactorMixin, TransformMixin, VisibleMixin } from "./mixins";
import { AnimationState, AnimationStateData, MathUtils, Skeleton } from "@esotericsoftware/spine-core";
import { Matrix4, Vector3 } from "@esotericsoftware/spine-webgl";
class BaseSpineGameObject extends Phaser.GameObjects.GameObject {
constructor (scene: Phaser.Scene, type: string) {
constructor(scene: Phaser.Scene, type: string) {
super(scene, type);
}
}
interface SpineContainer {
export interface SpineGameObjectBoundsProvider {
calculateBounds(gameObject: SpineGameObject): { x: number, y: number, width: number, height: number };
}
export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
calculateBounds(gameObject: SpineGameObject) {
if (!gameObject.skeleton) return { x: 0, y: 0, width: 0, height: 0 };
gameObject.skeleton.setToSetupPose();
gameObject.skeleton.updateWorldTransform();
return gameObject.skeleton.getBoundsRect();
}
}
export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsProvider {
constructor(private animation: string, private skins: string[] = []) {
}
calculateBounds(gameObject: SpineGameObject): { x: number; y: number; width: number; height: number; } {
if (!gameObject.skeleton) return { x: 0, y: 0, width: 0, height: 0 };
// FIXME
gameObject.skeleton.setToSetupPose();
gameObject.skeleton.updateWorldTransform();
return gameObject.skeleton.getBoundsRect();
}
}
export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(ScrollFactorMixin(TransformMixin(VisibleMixin(BaseSpineGameObject)))))) {
blendMode = -1;
skeleton: Skeleton | null = null;
animationStateData: AnimationStateData | null = null;
animationState: AnimationState | null = null;
private premultipliedAlpha = false;
private _displayOriginX = 0;
private _displayOriginY = 0;
private _scaleX = 1;
private _scaleY = 1;
constructor (scene: Phaser.Scene, private plugin: SpinePlugin, x: number, y: number, dataKey: string, atlasKey: string) {
constructor(scene: Phaser.Scene, private plugin: SpinePlugin, x: number, y: number, dataKey: string, atlasKey: string, public boundsProvider: SpineGameObjectBoundsProvider = new SetupPoseBoundsProvider()) {
super(scene, SPINE_GAME_OBJECT_TYPE);
this.setPosition(x, y);
this.setPosition(x, y); x
this.setSkeleton(dataKey, atlasKey);
}
setSkeleton (dataKey: string, atlasKey: string) {
setSkeleton(dataKey: string, atlasKey: string) {
if (dataKey && atlasKey) {
this.premultipliedAlpha = this.plugin.isAtlasPremultiplied(atlasKey);
this.skeleton = this.plugin.createSkeleton(dataKey, atlasKey);
this.animationState = new AnimationState(new AnimationStateData(this.skeleton.data));
this.animationStateData = new AnimationStateData(this.skeleton.data);
this.animationState = new AnimationState(this.animationStateData);
this.updateSize();
} else {
this.skeleton = null;
this.animationStateData = null;
this.animationState = null;
}
}
preUpdate (time: number, delta: number) {
public get displayOriginX() {
return this._displayOriginX;
}
public set displayOriginX(value: number) {
this._displayOriginX = value;
}
public get displayOriginY() {
return this._displayOriginY;
}
public set displayOriginY(value: number) {
this._displayOriginY = value;
}
public get scaleX() {
return this._scaleX;
}
public set scaleX(value: number) {
this._scaleX = value;
this.updateSize();
}
public get scaleY() {
return this._scaleX;
}
public set scaleY(value: number) {
this._scaleY = value;
this.updateSize();
}
updateSize() {
if (!this.skeleton) return;
let bounds = this.boundsProvider.calculateBounds(this);
// For some reason the TS compiler and the ComputedSize mixin don't work well together...
let self = this as any;
self.width = bounds.width;
self.height = bounds.height;
this.displayOriginX = -bounds.x;
this.displayOriginY = -bounds.y;
}
preUpdate(time: number, delta: number) {
if (!this.skeleton || !this.animationState) return;
this.animationState.update(delta / 1000);
@ -45,18 +120,22 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
this.skeleton.updateWorldTransform();
}
preDestroy () {
preDestroy() {
this.skeleton = null;
this.animationState = null;
// FIXME tear down any event emitters
}
willRender (camera: Phaser.Cameras.Scene2D.Camera) {
// FIXME
return true;
willRender(camera: Phaser.Cameras.Scene2D.Camera) {
if (!this.visible) return false;
var GameObjectRenderMask = 0xf;
var result = (!this.skeleton || !(GameObjectRenderMask !== this.renderFlags || (this.cameraFilter !== 0 && (this.cameraFilter & camera.id))));
return result;
}
renderWebGL (renderer: Phaser.Renderer.WebGL.WebGLRenderer, src: SpineGameObject, camera: Phaser.Cameras.Scene2D.Camera, parentMatrix: Phaser.GameObjects.Components.TransformMatrix) {
renderWebGL(renderer: Phaser.Renderer.WebGL.WebGLRenderer, src: SpineGameObject, camera: Phaser.Cameras.Scene2D.Camera, parentMatrix: Phaser.GameObjects.Components.TransformMatrix) {
if (!this.skeleton || !this.animationState || !this.plugin.webGLRenderer) return;
let sceneRenderer = this.plugin.webGLRenderer;
@ -80,11 +159,10 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
if (!renderer.nextTypeMatch) {
sceneRenderer.end();
renderer.pipelines.rebind();
console.log("Draw calls: " + sceneRenderer.batcher.getDrawCalls());
}
}
renderCanvas (renderer: Phaser.Renderer.Canvas.CanvasRenderer, src: SpineGameObject, camera: Phaser.Cameras.Scene2D.Camera, parentMatrix: Phaser.GameObjects.Components.TransformMatrix) {
renderCanvas(renderer: Phaser.Renderer.Canvas.CanvasRenderer, src: SpineGameObject, camera: Phaser.Cameras.Scene2D.Camera, parentMatrix: Phaser.GameObjects.Components.TransformMatrix) {
if (!this.skeleton || !this.animationState || !this.plugin.canvasRenderer) return;
let context = renderer.currentContext;