Mario Zechner de6cee955b [ts] Remove old namespaces, dev build
Previously, we'd export to global objects called spine.canvas, spine.webgl, spine.threejs. Going forward, all Spine APIs will be hosted by the global spine object when the runtime is used straight from the bundled .js files in the build/ folder. This is a minor change with a simple fix on the user side, i.e. replace spine.canvas. with spine.
2021-08-27 18:48:17 +02:00

141 lines
4.5 KiB
JavaScript

var spritesheetsDemo = function (canvas, bgColor) {
var SKELETON_ATLAS_COLOR = new spine.Color(0, 0.8, 0, 0.8);
var FRAME_ATLAS_COLOR = new spine.Color(0.8, 0, 0, 0.8);
var canvas, gl, renderer, input, assetManager;
var skeleton, animationState, offset, bounds;
var skeletonSeq, walkAnim, walkLastTime = 0, walkLastTimePrecise = 0;
var skeletonAtlas;
var viewportWidth, viewportHeight;
var frames = [], currFrame = 0, frameTime = 0, frameScale = 0, FPS = 30;
var timeKeeper, input;
var playTime = 0, framePlaytime = 0, clickAnim = 0;
if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
function init() {
gl = canvas.context.gl;
renderer = new spine.SceneRenderer(canvas, gl);
assetManager = new spine.AssetManager(gl, spineDemos.path, spineDemos.downloader);
assetManager.loadTextureAtlas("atlas1.atlas");
assetManager.loadJson("demos.json");
timeKeeper = new spine.TimeKeeper();
input = new spine.Input(canvas);
}
function loadingComplete() {
var atlasLoader = new spine.AtlasAttachmentLoader(assetManager.get("atlas1.atlas"));
var skeletonJson = new spine.SkeletonJson(atlasLoader);
var skeletonData = skeletonJson.readSkeletonData(assetManager.get("demos.json").raptor);
skeleton = new spine.Skeleton(skeletonData);
var stateData = new spine.AnimationStateData(skeleton.data);
stateData.defaultMix = 0.5;
stateData.setMix("jump", "walk", 0.3);
animationState = new spine.AnimationState(stateData);
animationState.setAnimation(0, "walk", true);
animationState.apply(skeleton);
skeleton.updateWorldTransform();
offset = new spine.Vector2();
bounds = new spine.Vector2();
skeleton.getBounds(offset, bounds, []);
skeleton.x -= 60;
skeletonSeq = new spine.Skeleton(skeletonData);
walkAnim = skeletonSeq.data.findAnimation("walk");
walkAnim.apply(skeletonSeq, 0, 0, true, null, 1, true, false);
skeletonSeq.x += bounds.x + 150;
viewportWidth = ((700 + bounds.x) - offset.x);
viewportHeight = ((0 + bounds.y) - offset.y);
resize();
setupUI();
setupInput();
$("#spritesheets-overlay").removeClass("overlay-hide");
$("#spritesheets-overlay").addClass("overlay");
}
function setupUI() {
timeSlider = $("#spritesheets-timeslider").data("slider");
timeSlider.set(0.5);
timeSliderLabel = $("#spritesheets-timeslider-label")[0];
}
function setupInput() {
input.addListener({
down: function (x, y) {
setAnimation((clickAnim++ % 2 == 0) ? "roar" : "jump");
},
up: function (x, y) { },
moved: function (x, y) { },
dragged: function (x, y) { }
});
$("#spritesheets-roar").click(function () {
setAnimation("roar");
});
$("#spritesheets-jump").click(function () {
setAnimation("jump");
});
}
function setAnimation(name) {
animationState.setAnimation(0, name, false);
animationState.addAnimation(0, "walk", true, 0);
}
function resize() {
renderer.camera.position.x = offset.x + viewportWidth / 2 - 25;
renderer.camera.position.y = offset.y + viewportHeight / 2 - 100;
renderer.camera.viewportWidth = viewportWidth * 1.2;
renderer.camera.viewportHeight = viewportHeight * 1.2;
renderer.resize(spine.ResizeMode.Fit);
}
function render() {
timeKeeper.update();
var delta = timeKeeper.delta;
resize();
delta *= timeSlider.get();
if (timeSliderLabel) {
var oldValue = timeSliderLabel.textContent;
var newValue = Math.round(timeSlider.get() * 100) + "%";
if (oldValue !== newValue) timeSliderLabel.textContent = newValue;
}
var animationDuration = animationState.getCurrent(0).animation.duration;
playTime += delta;
while (playTime >= animationDuration) {
playTime -= animationDuration;
}
walkLastTimePrecise += delta;
while (walkLastTimePrecise - walkLastTime > 1 / FPS) {
var newWalkTime = walkLastTime + 1 / FPS;
walkAnim.apply(skeletonSeq, walkLastTime, newWalkTime, true, null, 1, spine.MixBlend.setup, spine.MixDirection.mixIn);
walkLastTime = newWalkTime;
}
skeletonSeq.updateWorldTransform();
animationState.update(delta);
var current = animationState.getCurrent(0);
if (current.animation.name == "walk") current.trackTime = walkLastTimePrecise;
animationState.apply(skeleton);
skeleton.updateWorldTransform();
gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
renderer.begin();
var frame = frames[currFrame];
renderer.drawSkeleton(skeleton, true);
renderer.drawSkeleton(skeletonSeq, true);
renderer.end();
}
init();
spritesheetsDemo.assetManager = assetManager;
spritesheetsDemo.loadingComplete = loadingComplete;
spritesheetsDemo.render = render;
};