[ts][canvas] Update mouse click example to use bounding box attachments.

This commit is contained in:
Mario Zechner 2022-03-14 13:02:56 +01:00
parent 1d0fc4395c
commit cdf67f0072

View File

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