-- This is a more complex animation that has a number of image changes. -- Note the exported dragon project was modified to not use non-uniform scaling. local spine = require "spine-corona.spine" local json = spine.SkeletonJson.new() json.scale = 0.47 local skeletonData = json:readSkeletonDataFile("examples/dragon/dragon.json") local skeleton = spine.Skeleton.new(skeletonData) function skeleton:createImage (attachment) return display.newImage("examples/dragon/images/" .. attachment.name .. ".png") end skeleton.group.x = 165 skeleton.group.y = 225 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:setToSetupPose() -- AnimationStateData defines crossfade durations between animations. 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:setAnimationByName(0, "flying", true, 0) 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)