local spine = require "spine.spine" -- Using your own attachment loader is optional. It can customizes the path where images are -- loaded. To load from a texture atlas, use an image sheet. It also creates instances of -- all attachments, which can be used for customization. local attachmentLoader = spine.AttachmentLoader.new() function attachmentLoader:createImage (attachment) return display.newImage("data/" .. attachment.name .. ".png") end local json = spine.SkeletonJson.new(attachmentLoader) json.scale = 1 local skeletonData = json:readSkeletonDataFile("data/spineboy-skeleton.json") local walkAnimation = json:readAnimationFile(skeletonData, "data/spineboy-walk.json") -- Optional second parameter can be the group for the Skeleton to use. Eg, could be an image group. local skeleton = spine.Skeleton.new(skeletonData) skeleton.x = 150 skeleton.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:setToBindPose() 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 -- Accumulate time and pose skeleton using animation. animationTime = animationTime + delta walkAnimation:apply(skeleton, animationTime, true) skeleton:updateWorldTransform() end)