mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
150 lines
5.5 KiB
Lua
150 lines
5.5 KiB
Lua
require("mobdebug").start()
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local spine = require "spine-corona.spine"
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local skeletons = {}
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local activeSkeleton = 1
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local lastTime = 0
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local swirl = spine.SwirlEffect.new(400)
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local swirlTime = 0
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function loadSkeleton(atlasFile, jsonFile, x, y, scale, animation, skin)
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-- to load an atlas, we need to define a function that returns
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-- a Corona paint object. This allows you to resolve images
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-- however you see fit
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local imageLoader = function (path)
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local paint = { type = "image", filename = "data/" .. path }
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return paint
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end
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-- load the atlas
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local atlas = spine.TextureAtlas.new(spine.utils.readFile("data/" .. atlasFile), imageLoader)
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-- load the JSON and create a Skeleton from it
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local json = spine.SkeletonJson.new(spine.AtlasAttachmentLoader.new(atlas))
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json.scale = scale
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local skeletonData = json:readSkeletonDataFile("data/" .. jsonFile)
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local skeleton = spine.Skeleton.new(skeletonData)
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skeleton.flipY = true -- Corona's coordinate system has its y-axis point downwards
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skeleton.group.x = x
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skeleton.group.y = y
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-- Set the skin if we got one
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if skin then skeleton:setSkin(skin) end
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-- create an animation state object to apply animations to the skeleton
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local animationStateData = spine.AnimationStateData.new(skeletonData)
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animationStateData.defaultMix = 0.2
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local animationState = spine.AnimationState.new(animationStateData)
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-- set the skeleton invisible
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skeleton.group.isVisible = false
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-- set a name on the group of the skeleton so we can find it during debugging
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skeleton.group.name = jsonFile
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-- set some event callbacks
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animationState.onStart = function (entry)
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print(entry.trackIndex.." start: "..entry.animation.name)
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end
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animationState.onInterrupt = function (entry)
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print(entry.trackIndex.." interrupt: "..entry.animation.name)
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end
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animationState.onEnd = function (entry)
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print(entry.trackIndex.." end: "..entry.animation.name)
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end
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animationState.onComplete = function (entry)
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print(entry.trackIndex.." complete: "..entry.animation.name)
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end
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animationState.onDispose = function (entry)
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print(entry.trackIndex.." dispose: "..entry.animation.name)
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end
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animationState.onEvent = function (entry, event)
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print(entry.trackIndex.." event: "..entry.animation.name..", "..event.data.name..", "..event.intValue..", "..event.floatValue..", '"..(event.stringValue or "").."'")
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end
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if atlasFile == "spineboy.atlas" then
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animationStateData:setMix("walk", "jump", 0.4)
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animationStateData:setMix("jump", "run", 0.4);
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animationState:setAnimationByName(0, "walk", true)
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local jumpEntry = animationState:addAnimationByName(0, "jump", false, 3)
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animationState:addAnimationByName(0, "run", true, 0)
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elseif atlasFile == "raptor.atlas" then
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--skeleton.vertexEffect = spine.JitterEffect.new(5, 5)
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skeleton.vertexEffect = swirl
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animationState:setAnimationByName(0, animation, true)
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else
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animationState:setAnimationByName(0, animation, true)
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end
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-- return the skeleton an animation state
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return { skeleton = skeleton, state = animationState }
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end
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table.insert(skeletons, loadSkeleton("coin.atlas", "coin-pro.json", 240, 300, 0.4, "rotate"))
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table.insert(skeletons, loadSkeleton("spineboy.atlas", "spineboy-ess.json", 240, 300, 0.4, "walk"))
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table.insert(skeletons, loadSkeleton("raptor.atlas", "raptor-pro.json", 200, 300, 0.25, "walk"))
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table.insert(skeletons, loadSkeleton("goblins.atlas", "goblins-pro.json", 240, 300, 0.8, "walk", "goblin"))
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table.insert(skeletons, loadSkeleton("stretchyman.atlas", "stretchyman-pro.json", 40, 300, 0.5, "sneak"))
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table.insert(skeletons, loadSkeleton("tank.atlas", "tank-pro.json", 400, 300, 0.2, "drive"))
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table.insert(skeletons, loadSkeleton("vine.atlas", "vine-pro.json", 240, 300, 0.3, "grow"))
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local triangulator = spine.Triangulator.new()
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local polygon = { 411, 219, 199, 230, 161, 362, 534, 407, 346, 305, 596, 265 }
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local indices = triangulator:triangulate(polygon)
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print(indices)
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print(triangulator:decompose(polygon, indices))
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local skeletonClipping = spine.SkeletonClipping.new()
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local polygon2 = {0, 0, 100, 0, 100, 100, 0, 100 }
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skeletonClipping:makeClockwise(polygon2)
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print(polygon2)
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local bounds = spine.SkeletonBounds.new()
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skeletons[1].skeleton:updateWorldTransform()
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bounds:update(skeletons[1].skeleton, true)
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local offset = {}
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local size = {}
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skeletons[1].skeleton:getBounds(offset, size)
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display.setDefault("background", 0.2, 0.2, 0.2, 1)
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Runtime:addEventListener("enterFrame", function (event)
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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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swirlTime = swirlTime + delta
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local percent = swirlTime % 2
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if (percent > 1) then percent = 1 - (percent - 1) end
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swirl.angle = spine.Interpolation.apply(spine.Interpolation.pow2, -60, 60, percent)
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skeleton = skeletons[activeSkeleton].skeleton
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skeleton.group.isVisible = true
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state = skeletons[activeSkeleton].state
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state:update(delta)
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state:apply(skeleton)
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skeleton:updateWorldTransform()
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-- uncomment if you want to know how many batches a skeleton renders to
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-- print(skeleton.batches)
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end)
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Runtime:addEventListener("key", function(event)
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if activeSkeleton == 2 and event.phase == "down" then
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state = skeletons[activeSkeleton].state
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state:setAnimationByName(0, "jump", false)
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state:addAnimationByName(0, "walk", true, 0)
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end
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return false
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end)
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Runtime:addEventListener("tap", function(event)
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skeletons[activeSkeleton].skeleton.group.isVisible = false
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activeSkeleton = activeSkeleton + 1
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if activeSkeleton > #skeletons then activeSkeleton = 1 end
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skeletons[activeSkeleton].skeleton.group.isVisible = true
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end) |