Davide Tantillo 5990697d6e [haxe][flixel] SkeletonSprite extends FlxTypedGroup<FlxObject> rather than FlxObject.
Replace direct bounds calculation with BoundsProvider interface for better
performance and correctness. This makes it easier to get the correct bounds.

BREAKING CHANGES:
- SkeletonSprite extends FlxTypedGroup<FlxObject> rather than FlxObject. This was necessary because the FlxObject bounding/hitbox is always connected to its position and size and cannot be offset.
- Removed getAnimationBounds() method. Replace it with the appropriate BoundsProvider implementation based on your use case, or create your own.
- Removed setBoundingBox(). Use BoundsProvider features.
- hitTest() now uses the assigned BoundsProvider instead of direct calculation. For accurate hit testing, use CurrentPoseBoundsProvider and call calculateBounds() each frame or on click.

New features:
- Uses BoundsProvider as starling.
- SkeletonSprite constructor now accepts a third optional parameter for BoundsProvider. SetupPoseBoundsProvider is used by default.
- Added calculateBounds() to recalculate bounds on demand.
2025-10-08 17:49:59 +02:00

67 lines
2.9 KiB
Haxe

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package flixelExamples;
import flixel.ui.FlxButton;
import flixel.FlxG;
import spine.flixel.SkeletonSprite;
import spine.flixel.FlixelTextureLoader;
import flixel.FlxState;
import openfl.utils.Assets;
import spine.SkeletonData;
import spine.animation.AnimationStateData;
import spine.atlas.TextureAtlas;
class SequenceExample extends FlxState {
var loadBinary = true;
var skeletonSprite:SkeletonSprite;
override public function create():Void {
FlxG.cameras.bgColor = 0xffa1b2b0;
var button = new FlxButton(0, 0, "Next scene", () -> FlxG.switchState(() -> new MixAndMatchExample()));
button.setPosition(FlxG.width * .75, FlxG.height / 10);
add(button);
var atlas = new TextureAtlas(Assets.getText("assets/dragon.atlas"), new FlixelTextureLoader("assets/dragon.atlas"));
var skeletondata = SkeletonData.from(loadBinary ? Assets.getBytes("assets/dragon-ess.skel") : Assets.getText("assets/dragon-.json"), atlas, .5);
var animationStateData = new AnimationStateData(skeletondata);
animationStateData.defaultMix = 0.25;
skeletonSprite = new SkeletonSprite(skeletondata, animationStateData);
var animation = skeletonSprite.state.setAnimationByName(0, "flying", true).animation;
skeletonSprite.screenCenter();
add(skeletonSprite);
super.create();
}
}