-- This example shows how to use skins. local spine = require "spine-corona.spine" local json = spine.SkeletonJson.new() json.scale = 1 local skeletonData = json:readSkeletonDataFile("examples/goblins/goblins.json") local skeleton = spine.Skeleton.new(skeletonData) function skeleton:createImage (attachment) return display.newImage("examples/goblins/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:setSkin("goblingirl") skeleton:setToSetupPose() -- Required after changing skin to attach attachments from skin. -- AnimationState has a queue of animations and can apply them with crossfading. local stateData = spine.AnimationStateData.new(skeletonData) local state = spine.AnimationState.new(stateData) state:setAnimationByName(0, "walk", 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)