117 lines
4.0 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<!--<script src="https://unpkg.com/@esotericsoftware/spine-canvas@4.0.*/dist/iife/spine-canvas.js"></script>-->
<script src="../dist/iife/spine-canvas.js"></script>
</head>
<body style="margin: 0; padding: 0; background: #333">
<canvas id="canvas" style="width: 100%; height: 100vh;"></canvas>
</body>
<script>
let lastFrameTime = Date.now() / 1000;
let canvas, context;
let assetManager;
let skeleton, animationState, bounds;
let skeletonRenderer;
async function load() {
canvas = document.getElementById("canvas");
context = canvas.getContext("2d");
skeletonRenderer = new spine.SkeletonRenderer(context);
skeletonRenderer.triangleRendering = true;
// Load the assets.
assetManager = new spine.AssetManager("https://esotericsoftware.com/files/examples/4.0/spineboy/export/");
assetManager.loadText("spineboy-pro.json");
assetManager.loadTextureAtlas("spineboy.atlas");
await assetManager.loadAll();
// Create the texture atlas and skeleton data.
let atlas = assetManager.require("spineboy.atlas");
let atlasLoader = new spine.AtlasAttachmentLoader(atlas);
let skeletonJson = new spine.SkeletonJson(atlasLoader);
let skeletonData = skeletonJson.readSkeletonData(assetManager.require("spineboy-pro.json"));
// Instantiate a new skeleton based on the atlas and skeleton data.
skeleton = new spine.Skeleton(skeletonData);
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
bounds = skeleton.getBoundsRect();
// Spineboy's head bounding box attachment is not attached by default. Attach it.
skeleton.setAttachment("head-bb", "head");
// Setup an animation state with a default mix of 0.2 seconds.
let animationStateData = new spine.AnimationStateData(skeleton.data);
animationStateData.defaultMix = 0.2;
animationState = new spine.AnimationState(animationStateData);
// Add a click listener to the canvas which checks if Spineboy's head
// was clicked.
canvas.addEventListener('click', event => {
// Make the mouse click coordinates relative to the canvas.
let canvasRect = canvas.getBoundingClientRect();
let mouseX = event.x - canvasRect.x;
let mouseY = event.y - canvasRect.y;
// Create and update a SkeletonBounds instance for later hit testing.
let skelBounds = new spine.SkeletonBounds();
skelBounds.update(skeleton);
// Check if the mouse coordinates are inside any of the bounding box
// attachments of the skeleton. If so, play the jump animation, followed
// by a looping run animation.
if (skelBounds.containsPoint(mouseX, mouseY)) {
let jumpEntry = animationState.setAnimation(0, "jump", false);
let walkEntry = animationState.addAnimation(0, "run", true);
}
});
requestAnimationFrame(render);
}
function render() {
// Calculate the delta time between this and the last frame in seconds.
let now = Date.now() / 1000;
let delta = now - lastFrameTime;
lastFrameTime = now;
// Resize the canvas drawing buffer if the canvas CSS width and height changed
// and clear the canvas.
if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) {
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
}
context.clearRect(0, 0, canvas.width, canvas.height);
// Center the skeleton and resize it so it fits inside the canvas.
skeleton.x = canvas.width / 2;
skeleton.y = canvas.height - canvas.height * 0.1;
let scale = canvas.height / bounds.height * 0.8;
skeleton.scaleX = scale;
skeleton.scaleY = -scale;
// Update and apply the animation state, update the skeleton's
// world transforms and render the skeleton.
animationState.update(delta);
animationState.apply(skeleton);
skeleton.updateWorldTransform();
skeletonRenderer.draw(skeleton);
requestAnimationFrame(render);
}
// Checks if the point given by x/y are within the circle.
function pointInCircle(x, y, circleX, circleY, circleRadius) {
let distX = x - circleX;
let distY = y - circleY;
return distX * distX + distY * distY <= circleRadius * circleRadius;
}
load();
</script>
</html>