2019-05-02 11:38:19 +02:00

113 lines
4.7 KiB
ActionScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package spine.examples {
import starling.display.DisplayObjectContainer;
import spine.*;
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-pro.json", mimeType = "application/octet-stream")]
static public const GoblinsJson : Class;
[Embed(source = "/goblins.atlas", mimeType = "application/octet-stream")]
static public const GoblinsAtlas : Class;
[Embed(source = "/goblins.png")]
static public const GoblinsAtlasTexture : Class;
[Embed(source = "/goblins-mesh-starling.xml", mimeType = "application/octet-stream")]
static public const GoblinsStarlingAtlas : Class;
[Embed(source = "/goblins-mesh-starling.png")]
static public const GoblinsStarlingAtlasTexture : Class;
private var skeleton : SkeletonAnimation;
private var skinChangeCount: Number = 0;
public function GoblinsExample() {
var useStarlingAtlas : Boolean = true;
var attachmentLoader : AttachmentLoader;
if (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);
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) {
if (skinChangeCount < 2) {
skeleton.skeleton.skinName = skeleton.skeleton.skin.name == "goblin" ? "goblingirl" : "goblin";
skeleton.skeleton.setSlotsToSetupPose();
skinChangeCount++;
} else {
var parent: DisplayObjectContainer = this.parent;
this.removeFromParent(true);
parent.addChild(new RaptorExample());
}
}
}
}
}