/****************************************************************************** * Spine Runtimes License Agreement * Last updated May 1, 2019. Replaces all prior versions. * * Copyright (c) 2013-2019, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT, * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ package spine.examples { import starling.display.DisplayObjectContainer; import spine.*; import spine.atlas.Atlas; import spine.attachments.AtlasAttachmentLoader; import spine.attachments.AttachmentLoader; import spine.starling.SkeletonAnimation; import spine.starling.StarlingAtlasAttachmentLoader; import spine.starling.StarlingTextureLoader; import starling.core.Starling; import starling.display.Sprite; import starling.events.Touch; import starling.events.TouchEvent; import starling.events.TouchPhase; import starling.textures.Texture; import starling.textures.TextureAtlas; public class GoblinsExample extends Sprite { [Embed(source = "/goblins-pro.json", mimeType = "application/octet-stream")] static public const GoblinsJson : Class; [Embed(source = "/goblins.atlas", mimeType = "application/octet-stream")] static public const GoblinsAtlas : Class; [Embed(source = "/goblins.png")] static public const GoblinsAtlasTexture : Class; [Embed(source = "/goblins-mesh-starling.xml", mimeType = "application/octet-stream")] static public const GoblinsStarlingAtlas : Class; [Embed(source = "/goblins-mesh-starling.png")] static public const GoblinsStarlingAtlasTexture : Class; private var skeleton : SkeletonAnimation; private var skinChangeCount: Number = 0; public function GoblinsExample() { var useStarlingAtlas : Boolean = true; var attachmentLoader : AttachmentLoader; if (useStarlingAtlas) { var texture : Texture = Texture.fromBitmap(new GoblinsStarlingAtlasTexture()); var xml : XML = XML(new GoblinsStarlingAtlas()); var starlingAtlas : TextureAtlas = new TextureAtlas(texture, xml); attachmentLoader = new StarlingAtlasAttachmentLoader(starlingAtlas); } else { var spineAtlas : Atlas = new Atlas(new GoblinsAtlas(), new StarlingTextureLoader(new GoblinsAtlasTexture())); attachmentLoader = new AtlasAttachmentLoader(spineAtlas); } var json : SkeletonJson = new SkeletonJson(attachmentLoader); var skeletonData : SkeletonData = json.readSkeletonData(new GoblinsJson()); skeleton = new SkeletonAnimation(skeletonData); skeleton.x = 320; skeleton.y = 420; skeleton.skeleton.skinName = "goblin"; skeleton.skeleton.setSlotsToSetupPose(); skeleton.state.setAnimationByName(0, "walk", true); addChild(skeleton); Starling.juggler.add(skeleton); addEventListener(TouchEvent.TOUCH, onClick); } private function onClick(event : TouchEvent) : void { var touch : Touch = event.getTouch(this); if (touch && touch.phase == TouchPhase.BEGAN) { if (skinChangeCount < 2) { skeleton.skeleton.skinName = skeleton.skeleton.skin.name == "goblin" ? "goblingirl" : "goblin"; skeleton.skeleton.setSlotsToSetupPose(); skinChangeCount++; } else { var parent: DisplayObjectContainer = this.parent; this.removeFromParent(true); parent.addChild(new RaptorExample()); } } } } }