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* [Corona] Adding ability to load atlas files * [Corona] Added example of using atlas # Documentation: ## Lua runtime: `spine.Atlas.parse` `Atlas.lua` introduces `spine.Atlas.parse(atlasPath, baseDir)` funciton. This function can be use across Lua runtimes to implement their their own image sheet bindings. It will return Array of `Page`s or `nil` if error. ### `Page` properties: * `name` - filename of the page (`"raptor.png"`) * `size` - dimmensions of original image (`[1022,1022]`) * `format` - texture format (`"RGBA8888"`) * `filter` - filter for texture scalin up and down (`["Linear","Linear"]`) * `wrap` - wrap modes (`"none"`) * `regions` - Array of `Region`s on this page ### `Region` properties: * `name` - region name (`"torso"`) * `rotate` - is image rotated in texture (`true`) * `xy` - image frame position on texture (`[610,647]`) * `size` - image frame size on texture (`[54,91]`) * `splits` - (optional) * `pad` - (optional) * `orig` - original image size (`[54,91]`) * `offset` - offset if image was trimmed (`[0,0]`) * `index` - `-1` ## Corona runtime: `spine.GetAtlasSprites` `spine.lua` introduces `spine.GetAtlasSprites(atlasName, baseDir)`, which returns `Sprites` table. This funciton would parse atlas, locate atlas textures, load them to Corona's image sheets and create convinience bindings and functions. User can use convenience functions, or write own wrappers. ### `Sprites` table #### Convenience functions: * `ATLAS_HELPER_createImage` - can be assigned to `skeleton.createImage` * `ATLAS_HELPER_createMesh` - can be assigned to `skeleton.createMesh` * `ATLAS_HELPER_setupSkeleton` - use this on skeleton to assing both creation functions (`sprites.setupSkeleton(skeleton)`) ### Region name bindings: All other elements of `Sprites` table would contain binding `sprites["region_name"] = sheetReference`, where each `sheetReference` contains following elements: * `frame` - number of frame in image sheet (`42`) * `region` - reference to `Region` table * `page` - reference to `Page` table. `Page` table would also get new property - `sheet`, reference to Corona's image sheet where sprites can be accessed. As result, to create image for `attachment` code would look something like `display.newImage( sprites[attachment.name].page.sheet, sprites[attachment.name].frame )`. For more rubust example see `ATLAS_HELPER_createImage` in `spine-corona/spine.lua`. # Known Issues: * Corona would not work with padded/cropped atlases. * Possible (but unprobable) name collision with region names and `ATLAS_HELPER_*` functions.
88 lines
2.8 KiB
Lua
88 lines
2.8 KiB
Lua
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-- This example shows simple usage of displaying a skeleton with queued animations.
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local spine = require "spine-corona.spine"
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local json = spine.SkeletonJson.new()
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json.scale = 0.6
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local skeletonData = json:readSkeletonDataFile("examples/spineboy-atlas/spineboy.json")
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local skeleton = spine.Skeleton.new(skeletonData)
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local sprites = spine.GetAtlasSprites( "examples/spineboy-atlas/spineboy.atlas" )
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sprites.ATLAS_HELPER_setup(skeleton)
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skeleton.group.x = display.contentWidth * 0.75
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skeleton.group.y = display.contentHeight * 0.9
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skeleton.flipX = false
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skeleton.flipY = false
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skeleton.debug = true -- Omit or set to false to not draw debug lines on top of the images.
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skeleton.debugAabb = true
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skeleton:setToSetupPose()
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local bounds = spine.SkeletonBounds.new()
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-- AnimationStateData defines crossfade durations between animations.
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local stateData = spine.AnimationStateData.new(skeletonData)
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stateData:setMix("walk", "jump", 0.2)
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stateData:setMix("jump", "run", 0.2)
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-- AnimationState has a queue of animations and can apply them with crossfading.
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local state = spine.AnimationState.new(stateData)
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-- state:setAnimationByName(0, "test")
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state:setAnimationByName(0, "walk", true)
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state:addAnimationByName(0, "jump", false, 3)
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state:addAnimationByName(0, "run", true, 0)
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state.onStart = function (trackIndex)
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-- print(trackIndex.." start: "..state:getCurrent(trackIndex).animation.name)
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end
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state.onEnd = function (trackIndex)
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-- print(trackIndex.." end: "..state:getCurrent(trackIndex).animation.name)
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end
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state.onComplete = function (trackIndex, loopCount)
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-- print(trackIndex.." complete: "..state:getCurrent(trackIndex).animation.name..", "..loopCount)
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end
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state.onEvent = function (trackIndex, event)
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-- print(trackIndex.." event: "..state:getCurrent(trackIndex).animation.name..", "..event.data.name..", "..event.intValue..", "..event.floatValue..", '"..(event.stringValue or "").."'")
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end
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local lastTime = 0
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local touchX = 999999
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local touchY = 999999
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local headSlot = skeleton:findSlot("head")
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Runtime:addEventListener("enterFrame", function (event)
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-- Compute time in seconds since last frame.
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local currentTime = event.time / 1000
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local delta = currentTime - lastTime
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lastTime = currentTime
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-- Bounding box hit detection.
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bounds:update(skeleton, true)
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if bounds:containsPoint(touchX, touchY) then
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headSlot.g = 0;
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headSlot.b = 0;
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else
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headSlot.g = 1;
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headSlot.b = 1;
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end
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-- Update the state with the delta time, apply it, and update the world transforms.
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state:update(delta)
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state:apply(skeleton)
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skeleton:updateWorldTransform()
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end)
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Runtime:addEventListener("touch", function (event)
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if event.phase ~= "ended" and event.phase ~= "cancelled" then
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-- Make the coordinates relative to the skeleton's group.
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touchX = event.x - skeleton.group.x
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touchY = skeleton.group.y - event.y
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else
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touchX = 999999
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touchY = 999999
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end
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end)
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