/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ package flixelExamples; import flixel.text.FlxText; import flixel.math.FlxPoint; import spine.Skin; import flixel.ui.FlxButton; import flixel.FlxG; import spine.flixel.SkeletonSprite; import spine.flixel.FlixelTextureLoader; import flixel.FlxState; import openfl.utils.Assets; import spine.SkeletonData; import spine.animation.AnimationStateData; import spine.atlas.TextureAtlas; class CelestialCircusExample extends FlxState { var loadBinary = true; var skeletonSprite:SkeletonSprite; override public function create():Void { FlxG.cameras.bgColor = 0xffa1b2b0; var button = new FlxButton(0, 0, "Next scene", () -> FlxG.switchState(() -> new SnowglobeExample())); button.setPosition(FlxG.width * .75, FlxG.height / 10); add(button); var atlas = new TextureAtlas(Assets.getText("assets/celestial-circus.atlas"), new FlixelTextureLoader("assets/celestial-circus.atlas")); var data = SkeletonData.from(loadBinary ? Assets.getBytes("assets/celestial-circus-pro.skel") : Assets.getText("assets/celestial-circus-pro.json"), atlas, .15); var animationStateData = new AnimationStateData(data); animationStateData.defaultMix = 0.25; skeletonSprite = new SkeletonSprite(data, animationStateData); skeletonSprite.screenCenter(); skeletonSprite.state.setAnimationByName(0, "eyeblink-long", true); add(skeletonSprite); add(new FlxText(50, 50, 200, "Drag Celeste to move her around", 16)); super.create(); } var mousePosition = FlxPoint.get(); var dragging:Bool = false; var lastX:Float = 0; var lastY:Float = 0; override public function update(elapsed:Float):Void { super.update(elapsed); mousePosition = FlxG.mouse.getPosition(); if (FlxG.mouse.justPressed && skeletonSprite.overlapsPoint(mousePosition)) { dragging = true; lastX = mousePosition.x; lastY = mousePosition.y; } if (FlxG.mouse.justReleased) dragging = false; if (dragging) { skeletonSprite.x += mousePosition.x - lastX; skeletonSprite.y += mousePosition.y - lastY; skeletonSprite.skeleton.physicsTranslate( mousePosition.x - lastX, mousePosition.y - lastY, ); lastX = mousePosition.x; lastY = mousePosition.y; } } }