Davide 7f2e4c1df7
[haxe] Support for HaxeFlixel (#2764)
* [haxe] Flixel support

* [haxe][flixel] WIP fix alpha and color tinting not working on meshes.

* [haxe][flixel] Added most of examples - Color/alpha is broken on flixel for meshes.

* [haxe][flixel] Flixel color bug example

* [haxe][flixel] Add same example of starling to Flixel.

* [haxe][flixel] Fix rotation for clipped attachments.

* [haxe][flixel] Minor modifications to avoid warning on flixel 6.0.0.

* [haxe] Updated readme.

* [haxe][flixel] Remove unused assets.

* [haxe] Removed useless flipX/flipY on core Skeleton.hx.
2025-02-24 10:44:05 +01:00

109 lines
3.2 KiB
Haxe

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