mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
56 lines
1.8 KiB
Lua
56 lines
1.8 KiB
Lua
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-- This skeleton uses IK for the feet.
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local spine = require "spine-corona.spine"
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local json = spine.SkeletonJson.new()
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local skeletonData = json:readSkeletonDataFile("examples/hero/hero.json")
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local skeleton = spine.Skeleton.new(skeletonData)
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function skeleton:createImage (attachment)
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return display.newImage("examples/hero/images/" .. attachment.name .. ".png")
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end
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skeleton.group.x = 95
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skeleton.group.y = 385
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skeleton.flipX = false
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skeleton.flipY = false
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skeleton.debug = true -- Omit or set to false to not draw debug lines on top of the images.
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skeleton:setToSetupPose()
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-- AnimationStateData defines crossfade durations between animations.
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local stateData = spine.AnimationStateData.new(skeletonData)
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stateData.defaultMix = 0.2;
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stateData:setMix("Walk", "Attack", 0)
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stateData:setMix("Attack", "Run", 0)
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stateData:setMix("Run", "Attack", 0)
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-- AnimationState has a queue of animations and can apply them with crossfading.
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local state = spine.AnimationState.new(stateData)
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state:setAnimationByName(0, "Idle", true)
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local lastTime = 0
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local animationTime = 0
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Runtime:addEventListener("enterFrame", function (event)
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-- Compute time in seconds since last frame.
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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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-- Update the state with the delta time, apply it, and update the world transforms.
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state:update(delta)
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state:apply(skeleton)
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skeleton:updateWorldTransform()
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end)
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Runtime:addEventListener("touch", function (event)
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if event.phase ~= "ended" and event.phase ~= "cancelled" then return end
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local name = state:getCurrent(0).animation.name
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if name == "Idle" then
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state:setAnimationByName(0, "Crouch", true)
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elseif name == "Crouch" then
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state:setAnimationByName(0, "Walk", true)
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else
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state:setAnimationByName(0, "Attack", false)
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state:addAnimationByName(0, "Run", true, 0)
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end
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end)
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