local spine = require "spine-corona.spine" --local name = "goblins" local name = "spineboy" local json = spine.SkeletonJson.new() json.scale = 1 local skeletonData = json:readSkeletonDataFile("data/" .. name .. "/" .. name .. ".json") local walkAnimation = skeletonData:findAnimation("walk") local skeleton = spine.Skeleton.new(skeletonData) function skeleton:createImage (attachment) -- Customize where images are loaded. return display.newImage("data/" .. name .. "/" .. attachment.name .. ".png") end skeleton.group.x = 150 skeleton.group.y = 325 skeleton.flipX = false skeleton.flipY = false skeleton.debug = true -- Omit or set to false to not draw debug lines on top of the images. if name == "goblins" then skeleton:setSkin("goblingirl") end skeleton:setToSetupPose() -- AnimationStateData defines crossfade durations between animations. local stateData = spine.AnimationStateData.new(skeletonData) stateData:setMix("walk", "jump", 0.2) stateData:setMix("jump", "walk", 0.4) -- AnimationState has a queue of animations and can apply them with crossfading. local state = spine.AnimationState.new(stateData) state:setAnimation("walk", false) state:addAnimation("jump", false) state:addAnimation("walk", true) local lastTime = 0 local animationTime = 0 Runtime:addEventListener("enterFrame", function (event) -- Compute time in seconds since last frame. local currentTime = event.time / 1000 local delta = currentTime - lastTime lastTime = currentTime -- Update the state with the delta time, apply it, and update the world transforms. state:update(delta) state:apply(skeleton) skeleton:updateWorldTransform() end)