------------------------------------------------------------------------------- -- Copyright (c) 2013, Esoteric Software -- All rights reserved. -- -- Redistribution and use in source and binary forms, with or without -- modification, are permitted provided that the following conditions are met: -- -- 1. Redistributions of source code must retain the above copyright notice, this -- list of conditions and the following disclaimer. -- 2. Redistributions in binary form must reproduce the above copyright notice, -- this list of conditions and the following disclaimer in the documentation -- and/or other materials provided with the distribution. -- -- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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. ------------------------------------------------------------------------------ local spine = require "spine-love.spine" local json = spine.SkeletonJson.new() json.scale = 1 local skeletonData = json:readSkeletonDataFile("data/spineboy.json") local skeleton = spine.Skeleton.new(skeletonData) function skeleton:createImage (attachment) -- Customize where images are loaded. return love.graphics.newImage("data/" .. attachment.name .. ".png") end skeleton.x = love.graphics.getWidth() / 2 skeleton.y = love.graphics.getHeight() / 2 + 150 skeleton.flipX = false skeleton.flipY = false skeleton.debugBones = true -- Omit or set to false to not draw debug lines on top of the images. skeleton.debugSlots = true skeleton:setToSetupPose() -- 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 function love.update (delta) -- Update the state with the delta time, apply it, and update the world transforms. state:update(delta) state:apply(skeleton) skeleton:updateWorldTransform() end function love.draw () love.graphics.setColor(255, 255, 255) skeleton:draw() end