mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
85 lines
2.8 KiB
Lua
85 lines
2.8 KiB
Lua
|
|
-- This example shows simple usage of displaying a skeleton with queued animations.
|
|
|
|
local spine = require "spine-corona.spine"
|
|
|
|
local json = spine.SkeletonJson.new()
|
|
json.scale = 1
|
|
local skeletonData = json:readSkeletonDataFile("examples/spineboy/spineboy.json")
|
|
|
|
local skeleton = spine.Skeleton.new(skeletonData)
|
|
function skeleton:createImage (attachment)
|
|
-- Customize where images are loaded.
|
|
return display.newImage("examples/spineboy/images/" .. attachment.name .. ".png")
|
|
end
|
|
skeleton.group.x = display.contentWidth * 0.5
|
|
skeleton.group.y = display.contentHeight * 0.9
|
|
skeleton.flipX = false
|
|
skeleton.flipY = false
|
|
skeleton.debug = true -- Omit or set to false to not draw debug lines on top of the images.
|
|
skeleton.debugAabb = true
|
|
skeleton:setToSetupPose()
|
|
|
|
local bounds = spine.SkeletonBounds.new()
|
|
|
|
-- AnimationStateData defines crossfade durations between animations.
|
|
local stateData = spine.AnimationStateData.new(skeletonData)
|
|
stateData:setMix("walk", "jump", 0.2)
|
|
stateData:setMix("jump", "walk", 0.4)
|
|
|
|
-- AnimationState has a queue of animations and can apply them with crossfading.
|
|
local state = spine.AnimationState.new(stateData)
|
|
state:setAnimationByName(0, "drawOrder")
|
|
state:addAnimationByName(0, "jump", false, 0)
|
|
state:addAnimationByName(0, "walk", true, 0)
|
|
|
|
state.onStart = function (trackIndex)
|
|
print(trackIndex.." start: "..state:getCurrent(trackIndex).animation.name)
|
|
end
|
|
state.onEnd = function (trackIndex)
|
|
print(trackIndex.." end: "..state:getCurrent(trackIndex).animation.name)
|
|
end
|
|
state.onComplete = function (trackIndex, loopCount)
|
|
print(trackIndex.." complete: "..state:getCurrent(trackIndex).animation.name..", "..loopCount)
|
|
end
|
|
state.onEvent = function (trackIndex, event)
|
|
print(trackIndex.." event: "..state:getCurrent(trackIndex).animation.name..", "..event.data.name..", "..event.intValue..", "..event.floatValue..", '"..(event.stringValue or "").."'")
|
|
end
|
|
|
|
local lastTime = 0
|
|
local touchX = 999999
|
|
local touchY = 999999
|
|
local headSlot = skeleton:findSlot("head")
|
|
Runtime:addEventListener("enterFrame", function (event)
|
|
-- Compute time in seconds since last frame.
|
|
local currentTime = event.time / 1000
|
|
local delta = currentTime - lastTime
|
|
lastTime = currentTime
|
|
|
|
-- Bounding box hit detection.
|
|
bounds:update(skeleton, true)
|
|
if bounds:containsPoint(touchX, touchY) then
|
|
headSlot.g = 0;
|
|
headSlot.b = 0;
|
|
else
|
|
headSlot.g = 1;
|
|
headSlot.b = 1;
|
|
end
|
|
|
|
-- Update the state with the delta time, apply it, and update the world transforms.
|
|
state:update(delta)
|
|
state:apply(skeleton)
|
|
skeleton:updateWorldTransform()
|
|
end)
|
|
|
|
Runtime:addEventListener("touch", function (event)
|
|
if event.phase ~= "ended" and event.phase ~= "cancelled" then
|
|
-- Make the coordinates relative to the skeleton's group.
|
|
touchX = event.x - skeleton.group.x
|
|
touchY = skeleton.group.y - event.y
|
|
else
|
|
touchX = 999999
|
|
touchY = 999999
|
|
end
|
|
end)
|