mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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79 lines
3.2 KiB
Haxe
79 lines
3.2 KiB
Haxe
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import spine.BlendMode;
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import Scene.SceneManager;
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import openfl.utils.Assets;
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import spine.SkeletonData;
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import spine.Physics;
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import spine.animation.AnimationStateData;
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import spine.atlas.TextureAtlas;
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import spine.starling.SkeletonSprite;
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import spine.starling.StarlingTextureLoader;
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import starling.core.Starling;
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import starling.events.TouchEvent;
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import starling.events.TouchPhase;
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class CloudPotExample extends Scene {
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var loadBinary = false;
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public function load():Void {
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background.color = 0x333333;
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var atlas = new TextureAtlas(Assets.getText("assets/cloud-pot.atlas"), new StarlingTextureLoader("assets/cloud-pot.atlas"));
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var skeletondata = SkeletonData.from(Assets.getText("assets/cloud-pot.json"), atlas);
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var animationStateData = new AnimationStateData(skeletondata);
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animationStateData.defaultMix = 0.25;
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var skeletonSprite = new SkeletonSprite(skeletondata, animationStateData);
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skeletonSprite.skeleton.updateWorldTransform(Physics.update);
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var bounds = skeletonSprite.skeleton.getBounds();
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skeletonSprite.scale = 0.2;
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skeletonSprite.x = Starling.current.stage.stageWidth / 2;
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skeletonSprite.y = Starling.current.stage.stageHeight / 2;
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skeletonSprite.state.setAnimationByName(0, "playing-in-the-rain", true);
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addChild(skeletonSprite);
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juggler.add(skeletonSprite);
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addEventListener(TouchEvent.TOUCH, onTouch);
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}
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public function onTouch(e:TouchEvent) {
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var touch = e.getTouch(this);
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if (touch != null && touch.phase == TouchPhase.ENDED) {
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SceneManager.getInstance().switchScene(new AnimationBoundExample());
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}
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}
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}
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