/****************************************************************************** * Spine Runtimes Software License * Version 2.3 * * Copyright (c) 2013-2015, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to use, install, execute and perform the Spine * Runtimes Software (the "Software") and derivative works solely for personal * or internal use. Without the written permission of Esoteric Software (see * Section 2 of the Spine Software License Agreement), you may not (a) modify, * translate, adapt or otherwise create derivative works, improvements of the * Software or develop new applications using the Software or (b) remove, * delete, alter or obscure any trademarks or any copyright, trademark, patent * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ spine.SkeletonRenderer = function (imagesPath) { this.imagesPath = imagesPath; this.lastTime = Date.now(); }; spine.SkeletonRenderer.prototype = { skeletonData: null, state: null, scale: 1, skeleton: null, load: function(jsonText) { var imagesPath = this.imagesPath; var json = new spine.SkeletonJson({ newRegionAttachment: function (skin, name, path) { var image = new Image(); image.src = imagesPath + path + ".png"; var attachment = new spine.RegionAttachment(name); attachment.rendererObject = image; return attachment; }, newBoundingBoxAttachment: function (skin, name) { return new spine.BoundingBoxAttachment(name); } }); json.scale = this.scale; this.skeletonData = json.readSkeletonData(JSON.parse(jsonText)); spine.Bone.yDown = true; this.skeleton = new spine.Skeleton(this.skeletonData); var stateData = new spine.AnimationStateData(this.skeletonData); this.state = new spine.AnimationState(stateData); }, update: function() { var now = Date.now(); var delta = (now - this.lastTime) / 1000; this.lastTime = now; this.state.update(delta); this.state.apply(this.skeleton); this.skeleton.updateWorldTransform(); }, render: function(context) { var skeleton = this.skeleton, drawOrder = skeleton.drawOrder; context.translate(skeleton.x, skeleton.y); for (var i = 0, n = drawOrder.length; i < n; i++) { var slot = drawOrder[i]; var attachment = slot.attachment; if (!(attachment instanceof spine.RegionAttachment)) continue; var bone = slot.bone; var x = attachment.x * bone.a + attachment.y * bone.b + bone.worldX; var y = attachment.x * bone.c + attachment.y * bone.d + bone.worldY; var rotation = (bone.getWorldRotationX() - attachment.rotation) * Math.PI / 180; var w = attachment.width * bone.getWorldScaleX(), h = attachment.height * bone.getWorldScaleY(); context.translate(x, y); context.rotate(rotation); context.drawImage(attachment.rendererObject, -w / 2, -h / 2, w, h); context.rotate(-rotation); context.translate(-x, -y); } context.translate(-skeleton.x, -skeleton.y); }, animate: function (id) { var canvas = document.getElementById(id); var context = canvas.getContext("2d"); var requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || function (callback) { window.setTimeout(callback, 1000 / 60); }; var self = this; function renderFrame () { context.clearRect(0, 0, canvas.width, canvas.height); self.update(); self.render(context); requestAnimationFrame(renderFrame); }; renderFrame(); } };