mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-06 18:56:54 +08:00
92 lines
4.3 KiB
ActionScript
92 lines
4.3 KiB
ActionScript
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package spine.examples {
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import flash.display.Sprite;
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import spine.*;
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import spine.animation.AnimationStateData;
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import spine.atlas.Atlas;
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import spine.attachments.AtlasAttachmentLoader;
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import spine.flash.FlashTextureLoader;
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import spine.flash.SkeletonAnimation;
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[SWF(width = "800", height = "600", frameRate = "60", backgroundColor = "#dddddd")]
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public class Main extends Sprite {
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[Embed(source = "/spineboy.atlas", mimeType = "application/octet-stream")]
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static public const SpineboyAtlas : Class;
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[Embed(source = "/spineboy.png")]
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static public const SpineboyAtlasTexture : Class;
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[Embed(source = "/spineboy.json", mimeType = "application/octet-stream")]
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static public const SpineboyJson : Class;
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private var skeleton : SkeletonAnimation;
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public function Main() {
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var atlas : Atlas = new Atlas(new SpineboyAtlas(), new FlashTextureLoader(new SpineboyAtlasTexture()));
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var json : SkeletonJson = new SkeletonJson(new AtlasAttachmentLoader(atlas));
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json.scale = 0.6;
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var skeletonData : SkeletonData = json.readSkeletonData(new SpineboyJson());
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var stateData : AnimationStateData = new AnimationStateData(skeletonData);
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stateData.setMixByName("walk", "jump", 0.2);
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stateData.setMixByName("jump", "run", 0.4);
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stateData.setMixByName("jump", "jump", 0.2);
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skeleton = new SkeletonAnimation(skeletonData, stateData);
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skeleton.x = 400;
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skeleton.y = 560;
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skeleton.state.onStart.add(function(trackIndex : int) : void {
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trace(trackIndex + " fuu start: " + skeleton.state.getCurrent(trackIndex));
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});
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skeleton.state.onEnd.add(function(trackIndex : int) : void {
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trace(trackIndex + " end: " + skeleton.state.getCurrent(trackIndex));
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});
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skeleton.state.onComplete.add(function(trackIndex : int, count : int) : void {
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trace(trackIndex + " complete: " + skeleton.state.getCurrent(trackIndex) + ", " + count);
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});
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skeleton.state.onEvent.add(function(trackIndex : int, event : Event) : void {
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trace(trackIndex + " event: " + skeleton.state.getCurrent(trackIndex) + ", " + event.data.name + ": " + event.intValue + ", " + event.floatValue + ", " + event.stringValue);
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});
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if (false) {
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skeleton.state.setAnimationByName(0, "test", true);
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} else {
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skeleton.state.setAnimationByName(0, "walk", true);
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skeleton.state.addAnimationByName(0, "jump", false, 3);
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skeleton.state.addAnimationByName(0, "run", true, 0);
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}
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addChild(skeleton);
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}
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}
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} |