-- This example shows simple usage of displaying a skeleton with queued animations. local spine = require "spine-corona.spine" local json = spine.SkeletonJson.new() json.scale = 0.6 local skeletonData = json:readSkeletonDataFile("examples/spineboy/spineboy-mesh.json") local skeleton = spine.Skeleton.new(skeletonData) function skeleton:createImage (attachment) -- Customize where images are loaded. return display.newImage("examples/spineboy/images/" .. attachment.name .. ".png") end function skeleton:createMesh (attachment, meshParameters) -- Customize where mesh fill is loaded from. local mesh = display.newMesh(meshParameters) mesh.fill = {type="image", filename="examples/spineboy/images/" .. attachment.name .. ".png"} return mesh end skeleton.group.x = display.contentWidth * 0.5 skeleton.group.y = display.contentHeight * 0.9 skeleton.flipX = false skeleton.flipY = false skeleton.debug = true -- Omit or set to false to not draw debug lines on top of the images. skeleton.debugAabb = true skeleton:setToSetupPose() local stateData = spine.AnimationStateData.new(skeletonData) -- AnimationState has a queue of animations and can apply them with crossfading. local state = spine.AnimationState.new(stateData) state:addAnimationByName(0, "run", true, 0) state.onStart = function (trackIndex) print(trackIndex.." start: "..state:getCurrent(trackIndex).animation.name) end state.onEnd = function (trackIndex) print(trackIndex.." end: "..state:getCurrent(trackIndex).animation.name) end state.onComplete = function (trackIndex, loopCount) print(trackIndex.." complete: "..state:getCurrent(trackIndex).animation.name..", "..loopCount) end state.onEvent = function (trackIndex, event) print(trackIndex.." event: "..state:getCurrent(trackIndex).animation.name..", "..event.data.name..", "..event.intValue..", "..event.floatValue..", '"..(event.stringValue or "").."'") end local lastTime = 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)