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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
[ts][canvas] Update mouse click example to use bounding box attachments.
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@ -21,10 +21,11 @@
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canvas = document.getElementById("canvas");
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context = canvas.getContext("2d");
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skeletonRenderer = new spine.SkeletonRenderer(context);
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skeletonRenderer.triangleRendering = true;
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// Load the assets.
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assetManager = new spine.AssetManager("https://esotericsoftware.com/files/examples/4.0/spineboy/export/");
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assetManager.loadText("spineboy-ess.json");
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assetManager.loadText("spineboy-pro.json");
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assetManager.loadTextureAtlas("spineboy.atlas");
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await assetManager.loadAll();
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@ -32,7 +33,7 @@
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let atlas = assetManager.require("spineboy.atlas");
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let atlasLoader = new spine.AtlasAttachmentLoader(atlas);
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let skeletonJson = new spine.SkeletonJson(atlasLoader);
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let skeletonData = skeletonJson.readSkeletonData(assetManager.require("spineboy-ess.json"));
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let skeletonData = skeletonJson.readSkeletonData(assetManager.require("spineboy-pro.json"));
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// Instantiate a new skeleton based on the atlas and skeleton data.
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skeleton = new spine.Skeleton(skeletonData);
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@ -40,8 +41,11 @@
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skeleton.updateWorldTransform();
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bounds = skeleton.getBoundsRect();
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// Spineboy's head bounding box attachment is not attached by default. Attach it.
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skeleton.setAttachment("head-bb", "head");
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// Setup an animation state with a default mix of 0.2 seconds.
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var animationStateData = new spine.AnimationStateData(skeleton.data);
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let animationStateData = new spine.AnimationStateData(skeleton.data);
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animationStateData.defaultMix = 0.2;
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animationState = new spine.AnimationState(animationStateData);
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@ -50,17 +54,19 @@
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canvas.addEventListener('click', event => {
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// Make the mouse click coordinates relative to the canvas.
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let canvasRect = canvas.getBoundingClientRect();
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var mouseX = event.x - canvasRect.x;
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var mouseY = event.y - canvasRect.y;
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let mouseX = event.x - canvasRect.x;
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let mouseY = event.y - canvasRect.y;
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// Find the "head" bone.
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var headBone = skeleton.findBone("head");
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// Create and update a SkeletonBounds instance for later hit testing.
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let skelBounds = new spine.SkeletonBounds();
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skelBounds.update(skeleton);
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// If the mouse pointer is within 100 pixels of the head bone, fire the jump animation event.
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// Afterwards, loop the run animation.
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if (pointInCircle(mouseX, mouseY, headBone.worldX, headBone.worldY, 100)) {
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var jumpEntry = animationState.setAnimation(0, "jump", false);
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var walkEntry = animationState.addAnimation(0, "run", true);
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// Check if the mouse coordinates are inside any of the bounding box
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// attachments of the skeleton. If so, play the jump animation, followed
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// by a looping run animation.
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if (skelBounds.containsPoint(mouseX, mouseY)) {
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let jumpEntry = animationState.setAnimation(0, "jump", false);
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let walkEntry = animationState.addAnimation(0, "run", true);
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}
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});
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@ -69,8 +75,8 @@
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function render() {
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// Calculate the delta time between this and the last frame in seconds.
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var now = Date.now() / 1000;
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var delta = now - lastFrameTime;
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let now = Date.now() / 1000;
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let delta = now - lastFrameTime;
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lastFrameTime = now;
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// Resize the canvas drawing buffer if the canvas CSS width and height changed
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@ -100,8 +106,8 @@
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// Checks if the point given by x/y are within the circle.
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function pointInCircle(x, y, circleX, circleY, circleRadius) {
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var distX = x - circleX;
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var distY = y - circleY;
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let distX = x - circleX;
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let distY = y - circleY;
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return distX * distX + distY * distY <= circleRadius * circleRadius;
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}
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