2018-10-15 15:26:23 +02:00

79 lines
2.8 KiB
Lua

require("mobdebug").start()
local spine = require "spine-corona.spine"
function loadSkeleton(atlasFile, jsonFile, x, y, scale, animation, skin)
-- to load an atlas, we need to define a function that returns
-- a Corona paint object. This allows you to resolve images
-- however you see fit
local imageLoader = function (path)
local paint = { type = "image", filename = "data/" .. path }
return paint
end
-- load the atlas
local atlas = spine.TextureAtlas.new(spine.utils.readFile("data/" .. atlasFile), imageLoader)
-- load the JSON and create a Skeleton from it
local json = spine.SkeletonJson.new(spine.AtlasAttachmentLoader.new(atlas))
json.scale = scale
local skeletonData = json:readSkeletonDataFile("data/" .. jsonFile)
local skeleton = spine.Skeleton.new(skeletonData)
skeleton.scaleY = -1 -- Corona's coordinate system has its y-axis point downwards
skeleton.group.x = x
skeleton.group.y = y
-- Set the skin if we got one
if skin then skeleton:setSkin(skin) end
-- create an animation state object to apply animations to the skeleton
local animationStateData = spine.AnimationStateData.new(skeletonData)
animationStateData.defaultMix = 0.5
local animationState = spine.AnimationState.new(animationStateData)
-- set a name on the group of the skeleton so we can find it during debugging
skeleton.group.name = jsonFile
-- set some event callbacks
animationState.onStart = function (entry)
print(entry.trackIndex.." start: "..entry.animation.name)
end
animationState.onInterrupt = function (entry)
print(entry.trackIndex.." interrupt: "..entry.animation.name)
end
animationState.onEnd = function (entry)
print(entry.trackIndex.." end: "..entry.animation.name)
end
animationState.onComplete = function (entry)
print(entry.trackIndex.." complete: "..entry.animation.name)
end
animationState.onDispose = function (entry)
print(entry.trackIndex.." dispose: "..entry.animation.name)
end
animationState.onEvent = function (entry, event)
print(entry.trackIndex.." event: "..entry.animation.name..", "..event.data.name..", "..event.intValue..", "..event.floatValue..", '"..(event.stringValue or "").."'" .. ", " .. event.volume .. ", " .. event.balance)
end
-- return the skeleton an animation state
return { skeleton = skeleton, state = animationState }
end
local lastTime = 0
local result = loadSkeleton("spineboy.atlas", "spineboy-pro.json", 240, 300, 0.4, "walk")
local skeleton = result.skeleton;
local state = result.state;
state:setAnimationByName(0, "idle", true)
state:setAnimationByName(5, "shoot", true, 0)
display.setDefault("background", 0.2, 0.2, 0.2, 1)
Runtime:addEventListener("enterFrame", function (event)
local currentTime = event.time / 1000
local delta = currentTime - lastTime
lastTime = currentTime
state:update(delta)
state:apply(skeleton)
skeleton:updateWorldTransform()
end)