mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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112 lines
4.8 KiB
ActionScript
112 lines
4.8 KiB
ActionScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package spine.examples {
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import spine.SkeletonBinary;
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import spine.Skin;
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import starling.display.DisplayObjectContainer;
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import starling.events.Touch;
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import starling.events.TouchPhase;
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import starling.core.Starling;
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import starling.events.TouchEvent;
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import starling.display.Sprite;
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import spine.SkeletonData;
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import spine.SkeletonJson;
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import spine.attachments.AtlasAttachmentLoader;
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import spine.starling.StarlingTextureLoader;
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import spine.atlas.Atlas;
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import spine.attachments.AttachmentLoader;
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import spine.starling.SkeletonAnimation;
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public class MixAndMatchExample extends Sprite {
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[Embed(source = "/mix-and-match-pro.skel", mimeType = "application/octet-stream")]
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static public const MixAndMatchJson : Class;
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[Embed(source = "/mix-and-match.atlas", mimeType = "application/octet-stream")]
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static public const MixAndMatchAtlas : Class;
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[Embed(source = "/mix-and-match.png")]
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static public const MixAndMatchAtlasTexture : Class;
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private var skeleton : SkeletonAnimation;
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public function MixAndMatchExample() {
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var attachmentLoader : AttachmentLoader;
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var spineAtlas : Atlas = new Atlas(new MixAndMatchAtlas(), new StarlingTextureLoader(new MixAndMatchAtlasTexture()));
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attachmentLoader = new AtlasAttachmentLoader(spineAtlas);
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var binary : SkeletonBinary = new SkeletonBinary(attachmentLoader);
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binary.scale = 0.5;
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var skeletonData : SkeletonData = binary.readSkeletonData(new MixAndMatchJson());
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this.x = 400;
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this.y = 500;
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skeleton = new SkeletonAnimation(skeletonData);
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skeleton.state.setAnimationByName(0, "dance", true);
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// enable two color tinting, which breaks batching between this skeleton
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// and other Starling objects.
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skeleton.twoColorTint = true;
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// Create a new skin, by mixing and matching other skins
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// that fit together. Items making up the girl are individual
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// skins. Using the skin API, a new skin is created which is
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// a combination of all these individual item skins.
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var mixAndMatchSkin : Skin = new Skin("custom-girl");
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mixAndMatchSkin.addSkin(skeletonData.findSkin("skin-base"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("nose/short"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("eyelids/girly"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("eyes/violet"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("hair/brown"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("clothes/hoodie-orange"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("legs/pants-jeans"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/bag"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/hat-red-yellow"));
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skeleton.skeleton.skin = mixAndMatchSkin;
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skeleton.skeleton.updateWorldTransform();
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addChild(skeleton);
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Starling.juggler.add(skeleton);
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addEventListener(TouchEvent.TOUCH, onClick);
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}
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private function onClick(event : TouchEvent) : void {
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var touch : Touch = event.getTouch(this);
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if (touch && touch.phase == TouchPhase.BEGAN) {
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var parent : DisplayObjectContainer = this.parent;
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this.removeFromParent(true);
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parent.addChild(new SpineboyExample());
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}
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}
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}
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}
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