/****************************************************************************** * 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. *****************************************************************************/ package spine.examples { import spine.*; import spine.atlas.Atlas; import spine.attachments.AtlasAttachmentLoader; import spine.attachments.AttachmentLoader; import spine.starling.SkeletonAnimation; import spine.starling.StarlingAtlasAttachmentLoader; import spine.starling.StarlingTextureLoader; import starling.core.Starling; import starling.display.Sprite; import starling.events.Touch; import starling.events.TouchEvent; import starling.events.TouchPhase; import starling.textures.Texture; import starling.textures.TextureAtlas; public class GoblinsExample extends Sprite { [Embed(source = "/goblins-mesh.json", mimeType = "application/octet-stream")] static public const GoblinsJson:Class; [Embed(source = "/goblins.atlas", mimeType = "application/octet-stream")] static public const GoblinsAtlas:Class; [Embed(source = "/goblins.png")] static public const GoblinsAtlasTexture:Class; [Embed(source = "/goblins-mesh-starling.xml", mimeType = "application/octet-stream")] static public const GoblinsStarlingAtlas:Class; [Embed(source = "/goblins-mesh-starling.png")] static public const GoblinsStarlingAtlasTexture:Class; private var skeleton:SkeletonAnimation; public function GoblinsExample () { var useStarlingAtlas:Boolean = false; var attachmentLoader:AttachmentLoader; if (useStarlingAtlas) { var texture:Texture = Texture.fromBitmap(new GoblinsStarlingAtlasTexture()); var xml:XML = XML(new GoblinsStarlingAtlas()); var starlingAtlas:TextureAtlas = new TextureAtlas(texture, xml); attachmentLoader = new StarlingAtlasAttachmentLoader(starlingAtlas); } else { var spineAtlas:Atlas = new Atlas(new GoblinsAtlas(), new StarlingTextureLoader(new GoblinsAtlasTexture())); attachmentLoader = new AtlasAttachmentLoader(spineAtlas); } var json:SkeletonJson = new SkeletonJson(attachmentLoader); var skeletonData:SkeletonData = json.readSkeletonData(new GoblinsJson()); skeleton = new SkeletonAnimation(skeletonData); skeleton.x = 320; skeleton.y = 420; skeleton.skeleton.skinName = "goblin"; skeleton.skeleton.setSlotsToSetupPose(); skeleton.state.setAnimationByName(0, "walk", true); addChild(skeleton); Starling.juggler.add(skeleton); addEventListener(TouchEvent.TOUCH, onClick); } private function onClick (event:TouchEvent) : void { var touch:Touch = event.getTouch(this); if (touch && touch.phase == TouchPhase.BEGAN) { skeleton.skeleton.skinName = skeleton.skeleton.skin.name == "goblin" ? "goblingirl" : "goblin"; skeleton.skeleton.setSlotsToSetupPose(); } } } }