75 lines
2.5 KiB
ActionScript

package {
import spine.SkeletonData;
import spine.SkeletonJson;
import spine.atlas.Atlas;
import spine.attachments.AtlasAttachmentLoader;
import spine.attachments.AttachmentLoader;
import spine.starling.SkeletonAnimation;
import spine.starling.StarlingAtlasAttachmentLoader;
import spine.starling.StarlingTextureLoader;
import starling.core.Starling;
import starling.display.Sprite;
import starling.events.Touch;
import starling.events.TouchEvent;
import starling.events.TouchPhase;
import starling.textures.Texture;
import starling.textures.TextureAtlas;
public class GoblinsExample extends Sprite {
[Embed(source = "goblins-ffd.json", mimeType = "application/octet-stream")]
static public const GoblinsJson:Class;
[Embed(source = "goblins-ffd.atlas", mimeType = "application/octet-stream")]
static public const GoblinsAtlas:Class;
[Embed(source = "goblins-ffd.png")]
static public const GoblinsAtlasTexture:Class;
[Embed(source = "goblins-ffd-starling.xml", mimeType = "application/octet-stream")]
static public const GoblinsStarlingAtlas:Class;
[Embed(source = "goblins-ffd-starling.png")]
static public const GoblinsStarlingAtlasTexture:Class;
private var skeleton:SkeletonAnimation;
public function GoblinsExample () {
var attachmentLoader:AttachmentLoader;
if (Main.useStarlingAtlas) {
var texture:Texture = Texture.fromBitmap(new GoblinsStarlingAtlasTexture());
var xml:XML = XML(new GoblinsStarlingAtlas());
var starlingAtlas:TextureAtlas = new TextureAtlas(texture, xml);
attachmentLoader = new StarlingAtlasAttachmentLoader(starlingAtlas);
} else {
var spineAtlas:Atlas = new Atlas(new GoblinsAtlas(), new StarlingTextureLoader(new GoblinsAtlasTexture()));
attachmentLoader = new AtlasAttachmentLoader(spineAtlas);
}
var json:SkeletonJson = new SkeletonJson(attachmentLoader);
var skeletonData:SkeletonData = json.readSkeletonData(new GoblinsJson());
skeleton = new SkeletonAnimation(skeletonData, true);
skeleton.x = 320;
skeleton.y = 420;
skeleton.skeleton.skinName = "goblin";
skeleton.skeleton.setSlotsToSetupPose();
skeleton.state.setAnimationByName(0, "walk", true);
addChild(skeleton);
Starling.juggler.add(skeleton);
addEventListener(TouchEvent.TOUCH, onClick);
}
private function onClick (event:TouchEvent) : void {
var touch:Touch = event.getTouch(this);
if (touch && touch.phase == TouchPhase.BEGAN) {
skeleton.skeleton.skinName = skeleton.skeleton.skin.name == "goblin" ? "goblingirl" : "goblin";
skeleton.skeleton.setSlotsToSetupPose();
}
}
}
}