2025-05-09 15:42:06 +02:00

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<script src="//cdn.jsdelivr.net/npm/phaser@4.0.0-rc.1/dist/phaser.js"></script>
<script src="../dist/iife/spine-phaser-v4.js"></script>
<link rel="stylesheet" href="../../index.css" />
<title>Spine Phaser Example</title>
</head>
<body class="p-4 flex flex-col items-center">
<h1>Move origin</h1>
<h2>Demonstrate moving origin of Spine Gameobject, behaves like a sprite</h2>
<h2>When you use matter physics, origin is reset, because the body always stays around the game object.
Change game object size only after the object has been added to matter.</h2>
</body>
<script>
let cursors;
let spineboy;
const levelWidth = 800;
const levelHeight = 600;
const gameobjects = []
class BasicExample extends Phaser.Scene {
preload() {
this.load.spineBinary("spineboy-data", "/assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "/assets/spineboy-pma.atlas");
this.load.image("block", "block.png");
}
create() {
const graphics = this.add.graphics();
const width = levelWidth / 5;
const height = levelHeight / 4;
let cells = [];
for (let i = 0; i < levelWidth / width; i++) {
for (let j = 0; j < levelHeight / height; j++) {
const x = i * width;
const y = j * height;
cells.push({ x, y });
graphics.lineStyle(1, 0x00ff00, .5);
graphics.strokeRect(x, y, width, height);
graphics.beginPath();
graphics.moveTo(x, y);
graphics.lineTo(x + width, y + height);
graphics.moveTo(x + width, y);
graphics.lineTo(x, y + height);
graphics.closePath();
graphics.strokePath();
}
}
const physicsCells = cells.splice(cells.length - 2, 2);
let animations = undefined;
let prevWidth = 0;
let prevHeight = 0;
cells.forEach(({ x, y }, i) => {
let gameobject;
let animation;
if (i % 2 === 1) {
gameobject = this.add.image(x, y, "block");
gameobject.displayWidth = prevWidth;
gameobject.displayHeight = prevHeight;
} else {
animation = animations ? animations[i % animations.length].name : "aim";
gameobject = this.add.spine(x, y, "spineboy-data", "spineboy-atlas", new spine.SkinsAndAnimationBoundsProvider(animation, undefined, undefined, true));
if (!animations) animations = gameobject.skeleton.data.animations;
gameobject.animationState.setAnimation(0, animation, true);
let ratio = gameobject.width / gameobject.height;
if (ratio > 1) {
gameobject.displayHeight = height / ratio;
gameobject.displayWidth = width;
} else {
gameobject.displayWidth = ratio * height;
gameobject.displayHeight = height;
}
prevWidth = gameobject.displayWidth;
prevHeight = gameobject.displayHeight;
}
gameobjects.push(gameobject)
// moving origin at the center of the cell, we're still able to align spineboy and keep gameobject bounds align with the drawn skeleton
const origin = 1 / (cells.length / 2 - 1) * Math.floor(i / 2)
gameobject.setOrigin(origin)
gameobject.x += width / 2 - gameobject.displayWidth * (0.5 - origin);
gameobject.y += height / 2 - gameobject.displayHeight * (0.5 - origin);
const graphics = this.add.graphics();
const rect = new Phaser.Geom.Rectangle(
gameobject.x - gameobject.displayOriginX * gameobject.scaleX,
gameobject.y - gameobject.displayOriginY * gameobject.scaleY,
gameobject.width * gameobject.scaleX,
gameobject.height * gameobject.scaleY,
);
const defaultGraphicsElements = () => {
graphics.clear();
graphics.lineStyle(7, 0x0000ff, .75);
graphics.strokeRectShape(rect);
graphics.fillStyle(0xffff00, 10);
graphics.fillCircle(gameobject.x, gameobject.y, 10);
graphics.fillStyle(0xff5500, 1);
graphics.fillCircle(gameobject.x - gameobject.displayOriginX * gameobject.scaleX, gameobject.y - gameobject.displayOriginY * gameobject.scaleY, 5);
graphics.lineStyle(3, 0xffffff, 1);
graphics.lineBetween(gameobject.x, gameobject.y, gameobject.x + gameobject.displayOriginX * gameobject.scaleX, gameobject.y + gameobject.displayOriginY * gameobject.scaleY);
}
defaultGraphicsElements();
// interactions bounds are aligned with gameobject bounds
gameobject.setInteractive();
this.input.enableDebug(gameobject, 0xff00ff);
gameobject.on("pointerover", () => {
defaultGraphicsElements();
graphics.fillStyle(0x00ff00, .25);
graphics.fillRectShape(rect);
graphics.fillStyle(0xff5500, 1);
});
gameobject.on("pointerout", () => defaultGraphicsElements());
})
const [physicsCell1, physicsCell2] = physicsCells;
const spineboy = this.add.spine(0, 0, "spineboy-data", "spineboy-atlas");
this.matter.add.gameObject(spineboy);
spineboy.displayWidth = (spineboy.width / spineboy.height) * height * .5;
spineboy.displayHeight = height * .5;
spineboy.x = physicsCell1.x + spineboy.displayWidth;
spineboy.y = physicsCell1.y + spineboy.displayHeight;
spineboy.setInteractive();
this.input.enableDebug(spineboy, 0xff00ff);
spineboy.on("pointerover", () => {
spineboy.y -= 50;
spineboy.x += 10;
});
const block = this.add.image(0, 0, "block");
this.matter.add.gameObject(block);
block.displayWidth = (block.width / block.height) * height * .5;
block.displayHeight = height * .5;
block.x = physicsCell2.x + block.displayWidth;
block.y = physicsCell2.y + block.displayHeight;
block.setInteractive();
this.input.enableDebug(block, 0xff00ff);
block.on("pointerover", () => {
block.y -= 50;
block.x += 10;
});
this.matter.add.rectangle(levelWidth - width, levelHeight - height, levelWidth, 1, { isStatic: true });
this.matter.add.rectangle(levelWidth - width, levelHeight - 2 * height, levelWidth, 1, { isStatic: true });
this.matter.add.rectangle(levelWidth - width, levelHeight, levelWidth, 1, { isStatic: true });
this.matter.add.rectangle(levelWidth - width, levelHeight - 2 * height, 1, height * 4, { isStatic: true });
this.matter.add.rectangle(levelWidth, levelHeight - 2 * height, 1, height * 4, { isStatic: true });
}
update(params) {
gameobjects.forEach((go) => {
go.angle += 0.05;
})
}
}
new Phaser.Game({
type: Phaser.AUTO,
width: levelWidth,
height: levelHeight,
type: Phaser.WEBGL,
scene: [BasicExample],
physics: {
default: 'matter',
matter: {
debug: true,
gravity: { y: .15 },
},
},
plugins: {
scene: [
{
key: "spine.SpinePlugin",
plugin: spine.SpinePlugin,
mapping: "spine",
},
],
},
});
</script>
</html>