-- 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 = 1 local skeletonData = json:readSkeletonDataFile("examples/spineboy/spineboy.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 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. skeleton.debugAabb = true skeleton:setToSetupPose() local bounds = spine.SkeletonBounds.new() -- 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:setAnimationByName(0, "drawOrder") state:addAnimationByName(0, "jump", false, 0) state:addAnimationByName(0, "walk", 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 local touchX = 999999 local touchY = 999999 local headSlot = skeleton:findSlot("head") Runtime:addEventListener("enterFrame", function (event) -- Compute time in seconds since last frame. local currentTime = event.time / 1000 local delta = currentTime - lastTime lastTime = currentTime -- Bounding box hit detection. bounds:update(skeleton, true) if bounds:containsPoint(touchX, touchY) then headSlot.g = 0; headSlot.b = 0; else headSlot.g = 1; headSlot.b = 1; end -- Update the state with the delta time, apply it, and update the world transforms. state:update(delta) state:apply(skeleton) skeleton:updateWorldTransform() end) Runtime:addEventListener("touch", function (event) if event.phase ~= "ended" and event.phase ~= "cancelled" then -- Make the coordinates relative to the skeleton's group. touchX = event.x - skeleton.group.x touchY = skeleton.group.y - event.y else touchX = 999999 touchY = 999999 end end)