mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
88 lines
2.6 KiB
HTML
88 lines
2.6 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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</head>
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<script src="../dist/iife/spine-webgl.js"></script>
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<style>
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* {
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margin: 0;
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padding: 0;
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}
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</style>
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<body>
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<canvas id="canvas" style="position: absolute; width: 100%; height: 100%;"></canvas>
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<script>
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class App {
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constructor() {
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this.skeleton = null;
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this.animationState = null;
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}
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loadAssets(canvas) {
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// Load the skeleton file.
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canvas.assetManager.loadBinary("assets/cloud-pot.skel");
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// Load the atlas and its pages.
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canvas.assetManager.loadTextureAtlas("assets/cloud-pot-pma.atlas");
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}
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initialize(canvas) {
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let assetManager = canvas.assetManager;
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// Create the texture atlas.
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var atlas = assetManager.require("assets/cloud-pot-pma.atlas");
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// Create a AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
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var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
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// Create a SkeletonBinary instance for parsing the .skel file.
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var skeletonBinary = new spine.SkeletonBinary(atlasLoader);
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// Set the scale to apply during parsing, parse the file, and create a new skeleton.
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skeletonBinary.scale = 0.5;
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var skeletonData = skeletonBinary.readSkeletonData(assetManager.require("assets/cloud-pot.skel"));
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this.skeleton = new spine.Skeleton(skeletonData);
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// Create an AnimationState, and set the "playing-in-the-rain" animation in looping mode.
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var animationStateData = new spine.AnimationStateData(skeletonData);
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this.animationState = new spine.AnimationState(animationStateData);
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this.animationState.setAnimation(0, "playing-in-the-rain", true);
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}
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update(canvas, delta) {
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// Update the animation state using the delta time.
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this.animationState.update(delta);
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// Apply the animation state to the skeleton.
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this.animationState.apply(this.skeleton);
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// Let the skeleton update the transforms of its bones and apply physics
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this.skeleton.update(delta);
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this.skeleton.updateWorldTransform(spine.Physics.update);
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}
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render(canvas) {
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let renderer = canvas.renderer;
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// Resize the viewport to the full canvas.
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renderer.resize(spine.ResizeMode.Expand);
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// Clear the canvas with a light gray color.
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canvas.clear(0.2, 0.2, 0.2, 1);
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// Begin rendering.
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renderer.begin();
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// Draw the skeleton
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renderer.drawSkeleton(this.skeleton, true);
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// Complete rendering.
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renderer.end();
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}
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}
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new spine.SpineCanvas(document.getElementById("canvas"), {
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app: new App()
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})
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</script>
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</body>
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</html> |