mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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138 lines
4.8 KiB
Haxe
138 lines
4.8 KiB
Haxe
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, 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 flixelExamples;
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import flixel.util.FlxSave;
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import flixel.math.FlxPoint;
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import flixel.util.FlxColor;
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import flixel.util.FlxSpriteUtil;
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import flixel.FlxSprite;
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import flixel.ui.FlxButton;
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import flixel.FlxG;
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import spine.flixel.SkeletonSprite;
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import spine.flixel.FlixelTextureLoader;
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import flixel.FlxState;
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import openfl.utils.Assets;
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import spine.SkeletonData;
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import spine.animation.AnimationStateData;
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import spine.atlas.TextureAtlas;
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class ControlBonesExample extends FlxState {
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var loadBinary = true;
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private var controlBones = [];
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private var controls:Array<FlxSprite> = [];
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override public function create():Void {
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FlxG.cameras.bgColor = 0xffa1b2b0;
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var button = new FlxButton(0, 0, "Next scene", () -> FlxG.switchState(() -> new EventsExample()));
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button.setPosition(FlxG.width * .75, FlxG.height / 10);
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add(button);
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var atlas = new TextureAtlas(Assets.getText("assets/stretchyman.atlas"), new FlixelTextureLoader("assets/stretchyman.atlas"));
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var data = SkeletonData.from(loadBinary ? Assets.getBytes("assets/stretchyman-pro.skel") : Assets.getText("assets/stretchyman-pro.json"), atlas);
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var animationStateData = new AnimationStateData(data);
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animationStateData.defaultMix = 0.25;
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var skeletonSprite = new SkeletonSprite(data, animationStateData);
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skeletonSprite.scaleX = .5;
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skeletonSprite.scaleY = .5;
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var animation = skeletonSprite.state.setAnimationByName(0, "idle", true).animation;
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skeletonSprite.setBoundingBox(animation);
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skeletonSprite.screenCenter();
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add(skeletonSprite);
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var controlBoneNames = [
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"back-arm-ik-target",
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"back-leg-ik-target",
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"front-arm-ik-target",
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"front-leg-ik-target",
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];
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var radius = 6;
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for (boneName in controlBoneNames) {
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var bone = skeletonSprite.skeleton.findBone(boneName);
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var point = [bone.applied.worldX, bone.applied.worldY];
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skeletonSprite.skeletonToHaxeWorldCoordinates(point);
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var control = new FlxSprite();
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control.makeGraphic(radius * 2, radius * 2, FlxColor.TRANSPARENT, true);
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FlxSpriteUtil.drawCircle(control, radius, radius, radius, 0xffff00ff);
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control.setPosition(point[0] - radius, point[1] - radius);
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controlBones.push(bone);
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controls.push(control);
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add(control);
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}
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var point = [.0, .0];
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skeletonSprite.beforeUpdateWorldTransforms = function (go) {
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for (i in 0...controls.length) {
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var bone = controlBones[i];
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var control = controls[i];
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point[0] = control.x + radius;
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point[1] = control.y + radius;
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go.haxeWorldCoordinatesToBone(point, bone);
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bone.pose.x = point[0];
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bone.pose.y = point[1];
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}
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};
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super.create();
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}
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var mousePosition = FlxPoint.get();
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var offsetX:Float = 0;
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var offsetY:Float = 0;
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var sprite:FlxSprite;
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override public function update(elapsed:Float):Void
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{
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super.update(elapsed);
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mousePosition = FlxG.mouse.getPosition();
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for (control in controls) {
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if (FlxG.mouse.justPressed && control.overlapsPoint(mousePosition))
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{
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sprite = control;
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offsetX = mousePosition.x - sprite.x;
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offsetY = mousePosition.y - sprite.y;
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}
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}
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if (FlxG.mouse.justReleased) sprite = null;
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if (sprite != null)
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{
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sprite.x = mousePosition.x - offsetX;
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sprite.y = mousePosition.y - offsetY;
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}
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}
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}
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