/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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. * * THE SPINE RUNTIMES ARE 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ package flixelExamples; import flixel.util.FlxSave; import flixel.math.FlxPoint; import flixel.util.FlxColor; import flixel.util.FlxSpriteUtil; import flixel.FlxSprite; import flixel.ui.FlxButton; import flixel.FlxG; import spine.flixel.SkeletonSprite; import spine.flixel.FlixelTextureLoader; import flixel.FlxState; import openfl.utils.Assets; import spine.SkeletonData; import spine.animation.AnimationStateData; import spine.atlas.TextureAtlas; class ControlBonesExample extends FlxState { var loadBinary = true; private var controlBones = []; private var controls:Array = []; override public function create():Void { FlxG.cameras.bgColor = 0xffa1b2b0; var button = new FlxButton(0, 0, "Next scene", () -> FlxG.switchState(() -> new EventsExample())); button.setPosition(FlxG.width * .75, FlxG.height / 10); add(button); var atlas = new TextureAtlas(Assets.getText("assets/stretchyman.atlas"), new FlixelTextureLoader("assets/stretchyman.atlas")); var data = SkeletonData.from(loadBinary ? Assets.getBytes("assets/stretchyman-pro.skel") : Assets.getText("assets/stretchyman-pro.json"), atlas); var animationStateData = new AnimationStateData(data); animationStateData.defaultMix = 0.25; var skeletonSprite = new SkeletonSprite(data, animationStateData); skeletonSprite.scaleX = .5; skeletonSprite.scaleY = .5; var animation = skeletonSprite.state.setAnimationByName(0, "idle", true).animation; skeletonSprite.setBoundingBox(animation); skeletonSprite.screenCenter(); add(skeletonSprite); var controlBoneNames = [ "back-arm-ik-target", "back-leg-ik-target", "front-arm-ik-target", "front-leg-ik-target", ]; var radius = 6; for (boneName in controlBoneNames) { var bone = skeletonSprite.skeleton.findBone(boneName); var point = [bone.applied.worldX, bone.applied.worldY]; skeletonSprite.skeletonToHaxeWorldCoordinates(point); var control = new FlxSprite(); control.makeGraphic(radius * 2, radius * 2, FlxColor.TRANSPARENT, true); FlxSpriteUtil.drawCircle(control, radius, radius, radius, 0xffff00ff); control.setPosition(point[0] - radius, point[1] - radius); controlBones.push(bone); controls.push(control); add(control); } var point = [.0, .0]; skeletonSprite.beforeUpdateWorldTransforms = function (go) { for (i in 0...controls.length) { var bone = controlBones[i]; var control = controls[i]; point[0] = control.x + radius; point[1] = control.y + radius; go.haxeWorldCoordinatesToBone(point, bone); bone.pose.x = point[0]; bone.pose.y = point[1]; } }; super.create(); } var mousePosition = FlxPoint.get(); var offsetX:Float = 0; var offsetY:Float = 0; var sprite:FlxSprite; override public function update(elapsed:Float):Void { super.update(elapsed); mousePosition = FlxG.mouse.getPosition(); for (control in controls) { if (FlxG.mouse.justPressed && control.overlapsPoint(mousePosition)) { sprite = control; offsetX = mousePosition.x - sprite.x; offsetY = mousePosition.y - sprite.y; } } if (FlxG.mouse.justReleased) sprite = null; if (sprite != null) { sprite.x = mousePosition.x - offsetX; sprite.y = mousePosition.y - offsetY; } } }