mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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113 lines
4.7 KiB
ActionScript
113 lines
4.7 KiB
ActionScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, 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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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* 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 starling.display.DisplayObjectContainer;
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import spine.*;
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import spine.atlas.Atlas;
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import spine.attachments.AtlasAttachmentLoader;
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import spine.attachments.AttachmentLoader;
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import spine.starling.SkeletonAnimation;
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import spine.starling.StarlingAtlasAttachmentLoader;
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import spine.starling.StarlingTextureLoader;
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import starling.core.Starling;
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import starling.display.Sprite;
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import starling.events.Touch;
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import starling.events.TouchEvent;
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import starling.events.TouchPhase;
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import starling.textures.Texture;
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import starling.textures.TextureAtlas;
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public class GoblinsExample extends Sprite {
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[Embed(source = "/goblins-pro.json", mimeType = "application/octet-stream")]
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static public const GoblinsJson : Class;
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[Embed(source = "/goblins.atlas", mimeType = "application/octet-stream")]
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static public const GoblinsAtlas : Class;
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[Embed(source = "/goblins.png")]
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static public const GoblinsAtlasTexture : Class;
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[Embed(source = "/goblins-mesh-starling.xml", mimeType = "application/octet-stream")]
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static public const GoblinsStarlingAtlas : Class;
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[Embed(source = "/goblins-mesh-starling.png")]
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static public const GoblinsStarlingAtlasTexture : Class;
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private var skeleton : SkeletonAnimation;
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private var skinChangeCount: Number = 0;
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public function GoblinsExample() {
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var useStarlingAtlas : Boolean = true;
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var attachmentLoader : AttachmentLoader;
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if (useStarlingAtlas) {
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var texture : Texture = Texture.fromBitmap(new GoblinsStarlingAtlasTexture());
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var xml : XML = XML(new GoblinsStarlingAtlas());
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var starlingAtlas : TextureAtlas = new TextureAtlas(texture, xml);
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attachmentLoader = new StarlingAtlasAttachmentLoader(starlingAtlas);
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} else {
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var spineAtlas : Atlas = new Atlas(new GoblinsAtlas(), new StarlingTextureLoader(new GoblinsAtlasTexture()));
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attachmentLoader = new AtlasAttachmentLoader(spineAtlas);
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}
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var json : SkeletonJson = new SkeletonJson(attachmentLoader);
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var skeletonData : SkeletonData = json.readSkeletonData(new GoblinsJson());
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skeleton = new SkeletonAnimation(skeletonData);
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skeleton.x = 320;
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skeleton.y = 420;
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skeleton.skeleton.skinName = "goblin";
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skeleton.skeleton.setSlotsToSetupPose();
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skeleton.state.setAnimationByName(0, "walk", true);
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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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if (skinChangeCount < 2) {
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skeleton.skeleton.skinName = skeleton.skeleton.skin.name == "goblin" ? "goblingirl" : "goblin";
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skeleton.skeleton.setSlotsToSetupPose();
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skinChangeCount++;
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} else {
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var parent: DisplayObjectContainer = this.parent;
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this.removeFromParent(true);
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parent.addChild(new RaptorExample());
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}
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}
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}
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}
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}
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