/****************************************************************************** * 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.animation.AnimationStateData; import spine.*; import spine.atlas.Atlas; import spine.attachments.AtlasAttachmentLoader; import spine.attachments.AttachmentLoader; import spine.starling.SkeletonAnimation; import spine.starling.StarlingTextureLoader; import starling.core.Starling; import starling.display.Sprite; import starling.events.Touch; import starling.events.TouchEvent; import starling.events.TouchPhase; public class SpineboyExample extends Sprite { [Embed(source = "/spineboy.json", mimeType = "application/octet-stream")] static public const SpineboyJson:Class; [Embed(source = "/spineboy.atlas", mimeType = "application/octet-stream")] static public const SpineboyAtlas:Class; [Embed(source = "/spineboy.png")] static public const SpineboyAtlasTexture:Class; private var skeleton:SkeletonAnimation; public function SpineboyExample () { var spineAtlas:Atlas = new Atlas(new SpineboyAtlas(), new StarlingTextureLoader(new SpineboyAtlasTexture())); var attachmentLoader:AttachmentLoader = new AtlasAttachmentLoader(spineAtlas); var json:SkeletonJson = new SkeletonJson(attachmentLoader); json.scale = 0.6; var skeletonData:SkeletonData = json.readSkeletonData(new SpineboyJson()); var stateData:AnimationStateData = new AnimationStateData(skeletonData); stateData.setMixByName("run", "jump", 0.2); stateData.setMixByName("jump", "run", 0.4); stateData.setMixByName("jump", "jump", 0.2); skeleton = new SkeletonAnimation(skeletonData, stateData); skeleton.x = 400; skeleton.y = 560; skeleton.state.onStart.add(function (trackIndex:int) : void { trace(trackIndex + " start: " + skeleton.state.getCurrent(trackIndex)); }); skeleton.state.onEnd.add(function (trackIndex:int) : void { trace(trackIndex + " end: " + skeleton.state.getCurrent(trackIndex)); }); skeleton.state.onComplete.add(function (trackIndex:int, count:int) : void { trace(trackIndex + " complete: " + skeleton.state.getCurrent(trackIndex) + ", " + count); }); skeleton.state.onEvent.add(function (trackIndex:int, event:Event) : void { trace(trackIndex + " event: " + skeleton.state.getCurrent(trackIndex) + ", " + event.data.name + ": " + event.intValue + ", " + event.floatValue + ", " + event.stringValue); }); skeleton.skeleton.setToSetupPose(); skeleton.state.setAnimationByName(0, "run", true); skeleton.state.addAnimationByName(0, "jump", false, 3); skeleton.state.addAnimationByName(0, "run", true, 0); 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.state.setAnimationByName(0, "jump", false); skeleton.state.addAnimationByName(0, "run", true, 0); } } } }