[phaser] Post pipeline support.

This commit is contained in:
Mario Zechner 2022-12-22 10:26:59 +01:00
parent 90cd61e505
commit f725a80994
9 changed files with 272 additions and 8 deletions

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@ -350,6 +350,10 @@ cp -f ../spineboy/export/spineboy-pro.skel "$ROOT/spine-ts/spine-phaser/example/
cp -f ../spineboy/export/spineboy-pma.atlas "$ROOT/spine-ts/spine-phaser/example/assets/"
cp -f ../spineboy/export/spineboy-pma.png "$ROOT/spine-ts/spine-phaser/example/assets/"
cp -f ../coin/export/coin-pro.skel "$ROOT/spine-ts/spine-phaser/example/assets/"
cp -f ../coin/export/coin-pma.atlas "$ROOT/spine-ts/spine-phaser/example/assets/"
cp -f ../coin/export/coin-pma.png "$ROOT/spine-ts/spine-phaser/example/assets/"
echo "spine-monogame"
rm "$ROOT/spine-monogame/spine-monogame-example/data/"*
cp -f ../coin/export/coin-pro.json "$ROOT/spine-monogame/spine-monogame-example/data/"

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@ -0,0 +1,59 @@
<!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>Arcade Physics example</h1>
</body>
<script>
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
physics: {
default: 'arcade',
arcade: {
debug: true,
gravity: { y: 200 }
}
},
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("coin-data", "assets/coin-pro.skel");
this.load.spineAtlas("coin-atlas", "assets/coin-pma.atlas");
}
function create () {
let coin = this.add.spine(400, 200, 'coin-data', "coin-atlas");
coin.animationState.setAnimation(0, "animation", true);
coin.setScale(0.3);
coin.setSize(280, 280);
this.physics.add.existing(coin);
coin.body.setOffset(0, 50);
coin.body.setVelocity(100, 200);
coin.body.setBounce(1, 1);
coin.body.setCollideWorldBounds(true);
}
</script>
</html>

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@ -0,0 +1,19 @@
coin-pma.png
size: 1024, 1024
filter: Linear, Linear
pma: true
coin-front-logo
bounds: 2, 570, 305, 302
coin-front-shine-logo
bounds: 2, 286, 282, 282
coin-front-shine-spineboy
bounds: 305, 283, 282, 282
coin-front-spineboy
bounds: 309, 567, 305, 302
rotate: 90
coin-side-round
bounds: 2, 2, 144, 282
coin-side-straight
bounds: 286, 286, 17, 282
shine
bounds: 148, 39, 72, 245

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@ -0,0 +1,70 @@
<!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>Blend test</h1>
</body>
<script>
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
backgroundColor: '#cdcdcd',
scene: {
preload: preload,
create: create,
update: update
},
plugins: {
scene: [
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
]
}
};
let controls;
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 () {
for (var i = 0; i < 4; i++) {
let obj = this.add.spine(i * 200, 600, 'spineboy-data', 'spineboy-atlas').setScale(0.25);
obj.setScale(0.25);
obj.animationState.setAnimation(0, "idle", true);
obj.animationState.setAnimation(1, "shoot", true);
}
var cursors = this.input.keyboard.createCursorKeys();
var controlConfig = {
camera: this.cameras.main,
left: cursors.left,
right: cursors.right,
up: cursors.up,
down: cursors.down,
zoomIn: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Q),
zoomOut: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.E),
acceleration: 0.35,
drag: 0.01,
maxSpeed: 1.2
};
controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig);
}
function update (time, delta) {
controls.update(delta);
}
</script>
</html>

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@ -0,0 +1,113 @@
<!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>Camera pipeline test</h1>
<script>
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
backgroundColor: '#cdcdcd',
scene: {
preload: preload,
create: create,
},
plugins: {
scene: [
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
]
}
};
const fragShader = `
#define SHADER_NAME PLASMA_FS
precision mediump float;
uniform sampler2D uMainSampler;
uniform float uTime;
uniform vec2 uResolution;
varying vec2 outTexCoord;
void main()
{
vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / uResolution.xy;
float x = p.x;
float y = p.y;
float mov0 = x+y+cos(sin(uTime)*2.0)*100.+sin(x/100.)*1000.;
float mov1 = y / 0.9 + uTime;
float mov2 = x / 0.2;
float c1 = abs(sin(mov1+uTime)/2.+mov2/2.-mov1-mov2+uTime);
float c2 = abs(sin(c1+sin(mov0/1000.+uTime)+sin(y/40.+uTime)+sin((x+y)/100.)*3.));
float c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x/1000.)));
vec4 pixel = texture2D(uMainSampler, outTexCoord);
gl_FragColor = pixel * vec4(c1, c2, c3, 1);
}
`;
class PlasmaPostFX extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
constructor(game) {
super({
game,
name: 'PlasmaPostFX',
fragShader,
uniforms: [
'uMainSampler',
'uTime',
'uResolution'
]
});
}
onPreRender() {
this.set1f('uTime', this.game.loop.time / 1000);
}
onDraw(renderTarget) {
this.set2f('uResolution', renderTarget.width, renderTarget.height);
this.bindAndDraw(renderTarget);
}
}
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");
this.load.image("img", "assets/raptor-pma.png")
}
function create() {
this.renderer.pipelines.addPostPipeline('PlasmaPostFX', PlasmaPostFX);
// FIXME: Need a dummy sprite so the MultiPipeline sets up state
// so rendering the Spine sprite actually works. Unsure what state
// is needed.
var s = this.add.sprite(0, 0, 'img');
let spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);
this.cameras.main.setPostPipeline("PlasmaPostFX");
}
</script>
</body>
</html>

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@ -15,6 +15,9 @@
<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>
<li><a href="./arcade-physics-test.html">Arcade physics example</a></li>
<li><a href="./blend-test.html">Blend test</a></li>
<li><a href="./camera-pipeline-test.html">Camera pipeline test</a></li>
</ul>
</body>
</html>

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@ -39,8 +39,8 @@ export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsPro
const animationState = new AnimationState(gameObject.animationState.data);
const skeleton = new Skeleton(gameObject.skeleton.data);
const data = skeleton.data;
let customSkin = new Skin("custom-skin");
if (this.skins.length > 0) {
let customSkin = new Skin("custom-skin");
for (const skinName of this.skins) {
const skin = data.findSkin(skinName);
if (skin == null) continue;
@ -51,15 +51,11 @@ export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsPro
skeleton.setToSetupPose();
const animation = this.animation != null ? data.findAnimation(this.animation!) : null;
let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
if (animation == null) {
skeleton.updateWorldTransform();
const bounds = skeleton.getBoundsRect();
minX = bounds.x;
minY = bounds.y;
maxX = minX + bounds.width;
maxY = minY + bounds.height;
return skeleton.getBoundsRect();
} else {
let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
animationState.clearTracks();
animationState.setAnimationWith(0, animation, false);
const steps = Math.max(animation.duration / this.timeStep, 1.0);
@ -74,8 +70,8 @@ export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsPro
maxX = Math.max(maxX, minX + bounds.width);
maxY = Math.max(maxY, minY + bounds.height);
}
return { x: minX, y: minY, width: maxX - minX, height: maxY - minY };
}
return { x: minX, y: minY, width: maxX - minX, height: maxY - minY };
}
}