mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-15 03:21:35 +08:00
[phaser] Bounds calculation, hit area support, more examples.
# Conflicts: # spine-ts/package-lock.json
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44
spine-ts/spine-phaser/example/basic-example.html
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44
spine-ts/spine-phaser/example/basic-example.html
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@ -0,0 +1,44 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
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<script src="../dist/iife/spine-phaser.js"></script>
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<title>Spine Phaser Example</title>
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</head>
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<body>
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<h1>Basic example</h1>
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</body>
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<script>
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var config = {
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type: Phaser.AUTO,
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width: 800,
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height: 600,
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type: Phaser.WEBGL,
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scene: {
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preload: preload,
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create: create,
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},
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plugins: {
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scene: [
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{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
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]
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}
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};
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let game = new Phaser.Game(config);
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function preload () {
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this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
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this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
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}
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function create () {
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let spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
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spineboy.scale = 0.5;
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spineboy.animationState.setAnimation(0, "walk", true);
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}
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</script>
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</html>
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@ -1,9 +1,17 @@
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<!DOCTYPE html>
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/// <reference path="../../spine-core/src/index.ts" />
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<html lang="en">
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/// <reference path="../../spine-canvas/src/index.ts" />
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<head>
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/// <reference path="../../spine-webgl/src/index.ts" />
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<meta charset="UTF-8">
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/// <reference path="../src/index.ts" />
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
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<script src="../dist/iife/spine-phaser.js"></script>
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<title>Spine Phaser Example</title>
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</head>
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<body>
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<h1>Batching test</h1>
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</body>
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<script>
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var config = {
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var config = {
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type: Phaser.AUTO,
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type: Phaser.AUTO,
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width: 800,
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width: 800,
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@ -29,8 +37,6 @@ function preload () {
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this.load.spineAtlas("raptor-atlas", "assets/raptor-pma.atlas");
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this.load.spineAtlas("raptor-atlas", "assets/raptor-pma.atlas");
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this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
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this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
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this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
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this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
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this.load.image("nyan", "nyan.png");
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let canvas = document.querySelector("#game-canvas");
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}
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}
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function create () {
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function create () {
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@ -52,4 +58,6 @@ function create () {
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function update () {
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function update () {
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debug.setText("draw calls: " + spine.PolygonBatcher.getAndResetGlobalDrawCalls() + "\ndelta: " + game.loop.delta);
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debug.setText("draw calls: " + spine.PolygonBatcher.getAndResetGlobalDrawCalls() + "\ndelta: " + game.loop.delta);
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}
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}
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</script>
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</html>
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spine-ts/spine-phaser/example/bounds-test.html
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spine-ts/spine-phaser/example/bounds-test.html
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@ -0,0 +1,56 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
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<script src="../dist/iife/spine-phaser.js"></script>
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<title>Spine Phaser Example</title>
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</head>
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<body>
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<h1>Bounds test</h1>
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</body>
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<script>
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var config = {
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type: Phaser.AUTO,
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width: 800,
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height: 600,
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type: Phaser.WEBGL,
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scene: {
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preload: preload,
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create: create,
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update: update,
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},
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plugins: {
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scene: [
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{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
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]
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}
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};
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let game = new Phaser.Game(config);
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let spineboy;
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function preload () {
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this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
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this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
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}
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function create () {
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spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
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spineboy.scale = 0.4
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spineboy.setInteractive();
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this.input.enableDebug(spineboy, 0xff00ff);
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spineboy.on("pointerdown", () => spineboy.animationState.setAnimation(0, "run", true));
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}
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let time = 0;
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function update (t, delta) {
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time += delta / 1000;
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let scale = 0.4 + Math.cos(time) * 0.2;
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spineboy.scale = scale;
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spineboy.angle++;
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}
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</script>
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</html>
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@ -5,11 +5,16 @@
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
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<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
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<script src="../dist/iife/spine-phaser.js"></script>
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<title>Spine Phaser Example</title>
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<title>Spine Phaser Example</title>
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</head>
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</head>
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<body>
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<body>
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<h1>Spine Phaser</h1>
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<h1>Spine Phaser</h1>
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<ul>
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<li><a href="./basic-example.html">Basic example</a></li>
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<li><a href="./batching-test.html">Batching test</a></li>
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<li><a href="./multi-scene-test.html">Multi-scene test</a></li>
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<li><a href="./bounds-test.html">Bounds test</a></li>
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<li><a href="./visibility-test.html">Visibility test</a></li>
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</ul>
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</body>
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</body>
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<script src="./index.js"></script>
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</html>
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</html>
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65
spine-ts/spine-phaser/example/multi-scene-test.html
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65
spine-ts/spine-phaser/example/multi-scene-test.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
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<script src="../dist/iife/spine-phaser.js"></script>
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<title>Spine Phaser Example</title>
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</head>
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<body>
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<h1>Multi-scene test</h1>
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</body>
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<script>
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class Scene1 extends Phaser.Scene {
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constructor () {
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super({key: "Scene1"})
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}
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preload() {
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this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
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this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
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}
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create() {
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let spineboy = this.add.spine(400, 500, 'spineboy-data', "spineboy-atlas");
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spineboy.scale = 0.5;
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spineboy.animationState.setAnimation(0, "walk", true);
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this.input.once('pointerdown', () => this.scene.start('Scene2'));
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}
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}
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class Scene2 extends Phaser.Scene {
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constructor () {
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super({key: "Scene2"})
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}
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preload() {
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this.load.spineJson("raptor-data", "assets/raptor-pro.json");
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this.load.spineAtlas("raptor-atlas", "assets/raptor-pma.atlas");
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}
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create() {
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let raptor = this.add.spine(300, 600, 'raptor-data', "raptor-atlas");
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raptor.scale = 0.5;
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raptor.animationState.setAnimation(0, "walk", true);
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this.input.once('pointerdown', () => this.scene.start('Scene1'));
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}
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}
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var config = {
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type: Phaser.AUTO,
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width: 800,
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height: 600,
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type: Phaser.WEBGL,
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scene: [ Scene1, Scene2 ],
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plugins: {
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scene: [
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{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
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]
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}
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};
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let game = new Phaser.Game(config);
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</script>
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</html>
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50
spine-ts/spine-phaser/example/visibility-test.html
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50
spine-ts/spine-phaser/example/visibility-test.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
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<script src="../dist/iife/spine-phaser.js"></script>
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<title>Spine Phaser Example</title>
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</head>
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<body>
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<h1>Basic example</h1>
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</body>
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<script>
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var config = {
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type: Phaser.AUTO,
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width: 800,
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height: 600,
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type: Phaser.WEBGL,
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scene: {
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preload: preload,
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create: create,
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},
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plugins: {
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scene: [
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{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
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]
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}
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};
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let game = new Phaser.Game(config);
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function preload () {
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this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
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this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
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}
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function create () {
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let spineboy = this.add.spine(250, 500, 'spineboy-data', "spineboy-atlas");
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spineboy.scale = 0.5;
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spineboy.animationState.setAnimation(0, "walk", true);
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let spineboy2 = this.add.spine(550, 500, 'spineboy-data', "spineboy-atlas");
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spineboy2.scale = 0.5;
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spineboy2.animationState.setAnimation(0, "run", true);
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this.input.on('pointerdown', () => spineboy2.visible = !spineboy2.visible);
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}
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</script>
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</html>
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@ -2,42 +2,117 @@ import { SPINE_GAME_OBJECT_TYPE } from "./keys";
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import { SpinePlugin } from "./SpinePlugin";
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import { SpinePlugin } from "./SpinePlugin";
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import { ComputedSizeMixin, DepthMixin, FlipMixin, ScrollFactorMixin, TransformMixin, VisibleMixin } from "./mixins";
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import { ComputedSizeMixin, DepthMixin, FlipMixin, ScrollFactorMixin, TransformMixin, VisibleMixin } from "./mixins";
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import { AnimationState, AnimationStateData, MathUtils, Skeleton } from "@esotericsoftware/spine-core";
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import { AnimationState, AnimationStateData, MathUtils, Skeleton } from "@esotericsoftware/spine-core";
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import { Matrix4, Vector3 } from "@esotericsoftware/spine-webgl";
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class BaseSpineGameObject extends Phaser.GameObjects.GameObject {
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class BaseSpineGameObject extends Phaser.GameObjects.GameObject {
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constructor (scene: Phaser.Scene, type: string) {
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constructor(scene: Phaser.Scene, type: string) {
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super(scene, type);
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super(scene, type);
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}
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}
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}
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}
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interface SpineContainer {
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export interface SpineGameObjectBoundsProvider {
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calculateBounds(gameObject: SpineGameObject): { x: number, y: number, width: number, height: number };
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}
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export class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
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calculateBounds(gameObject: SpineGameObject) {
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if (!gameObject.skeleton) return { x: 0, y: 0, width: 0, height: 0 };
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gameObject.skeleton.setToSetupPose();
|
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gameObject.skeleton.updateWorldTransform();
|
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return gameObject.skeleton.getBoundsRect();
|
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}
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}
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export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsProvider {
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constructor(private animation: string, private skins: string[] = []) {
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}
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calculateBounds(gameObject: SpineGameObject): { x: number; y: number; width: number; height: number; } {
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if (!gameObject.skeleton) return { x: 0, y: 0, width: 0, height: 0 };
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// FIXME
|
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gameObject.skeleton.setToSetupPose();
|
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gameObject.skeleton.updateWorldTransform();
|
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return gameObject.skeleton.getBoundsRect();
|
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}
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}
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}
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export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(ScrollFactorMixin(TransformMixin(VisibleMixin(BaseSpineGameObject)))))) {
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export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(ScrollFactorMixin(TransformMixin(VisibleMixin(BaseSpineGameObject)))))) {
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blendMode = -1;
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blendMode = -1;
|
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skeleton: Skeleton | null = null;
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skeleton: Skeleton | null = null;
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animationStateData: AnimationStateData | null = null;
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||||||
animationState: AnimationState | null = null;
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animationState: AnimationState | null = null;
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private premultipliedAlpha = false;
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private premultipliedAlpha = false;
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private _displayOriginX = 0;
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private _displayOriginY = 0;
|
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private _scaleX = 1;
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private _scaleY = 1;
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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);
|
super(scene, SPINE_GAME_OBJECT_TYPE);
|
||||||
this.setPosition(x, y);
|
this.setPosition(x, y); x
|
||||||
this.setSkeleton(dataKey, atlasKey);
|
this.setSkeleton(dataKey, atlasKey);
|
||||||
}
|
}
|
||||||
|
|
||||||
setSkeleton (dataKey: string, atlasKey: string) {
|
setSkeleton(dataKey: string, atlasKey: string) {
|
||||||
if (dataKey && atlasKey) {
|
if (dataKey && atlasKey) {
|
||||||
this.premultipliedAlpha = this.plugin.isAtlasPremultiplied(atlasKey);
|
this.premultipliedAlpha = this.plugin.isAtlasPremultiplied(atlasKey);
|
||||||
this.skeleton = this.plugin.createSkeleton(dataKey, 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 {
|
} else {
|
||||||
this.skeleton = null;
|
this.skeleton = null;
|
||||||
|
this.animationStateData = null;
|
||||||
this.animationState = 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;
|
if (!this.skeleton || !this.animationState) return;
|
||||||
|
|
||||||
this.animationState.update(delta / 1000);
|
this.animationState.update(delta / 1000);
|
||||||
@ -45,18 +120,22 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
|
|||||||
this.skeleton.updateWorldTransform();
|
this.skeleton.updateWorldTransform();
|
||||||
}
|
}
|
||||||
|
|
||||||
preDestroy () {
|
preDestroy() {
|
||||||
this.skeleton = null;
|
this.skeleton = null;
|
||||||
this.animationState = null;
|
this.animationState = null;
|
||||||
// FIXME tear down any event emitters
|
// FIXME tear down any event emitters
|
||||||
}
|
}
|
||||||
|
|
||||||
willRender (camera: Phaser.Cameras.Scene2D.Camera) {
|
willRender(camera: Phaser.Cameras.Scene2D.Camera) {
|
||||||
// FIXME
|
if (!this.visible) return false;
|
||||||
return true;
|
|
||||||
|
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;
|
if (!this.skeleton || !this.animationState || !this.plugin.webGLRenderer) return;
|
||||||
|
|
||||||
let sceneRenderer = this.plugin.webGLRenderer;
|
let sceneRenderer = this.plugin.webGLRenderer;
|
||||||
@ -80,11 +159,10 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
|
|||||||
if (!renderer.nextTypeMatch) {
|
if (!renderer.nextTypeMatch) {
|
||||||
sceneRenderer.end();
|
sceneRenderer.end();
|
||||||
renderer.pipelines.rebind();
|
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;
|
if (!this.skeleton || !this.animationState || !this.plugin.canvasRenderer) return;
|
||||||
|
|
||||||
let context = renderer.currentContext;
|
let context = renderer.currentContext;
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user