mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-27 12:11:22 +08:00
123 lines
4.9 KiB
ActionScript
123 lines
4.9 KiB
ActionScript
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package spine.examples {
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import spine.interpolation.Pow;
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import starling.animation.IAnimatable;
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import spine.vertexeffects.SwirlEffect;
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import spine.vertexeffects.JitterEffect;
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import starling.display.DisplayObjectContainer;
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import spine.atlas.Atlas;
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import spine.*;
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import spine.attachments.AtlasAttachmentLoader;
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import spine.attachments.AttachmentLoader;
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import spine.starling.SkeletonAnimation;
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import spine.starling.StarlingTextureLoader;
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import starling.core.Starling;
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import starling.display.Sprite;
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import starling.events.Touch;
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import starling.events.TouchEvent;
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import starling.events.TouchPhase;
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public class RaptorExample extends Sprite implements IAnimatable {
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[Embed(source = "/raptor-pro.json", mimeType = "application/octet-stream")]
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static public const RaptorJson : Class;
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[Embed(source = "/raptor.atlas", mimeType = "application/octet-stream")]
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static public const RaptorAtlas : Class;
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[Embed(source = "/raptor.png")]
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static public const RaptorAtlasTexture : Class;
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private var skeleton : SkeletonAnimation;
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private var gunGrabbed : Boolean;
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private var gunGrabCount : Number = 0;
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private var swirl : SwirlEffect;
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private var swirlTime : Number = 0;
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private var pow2 : Interpolation = new Pow(2);
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public function RaptorExample() {
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var attachmentLoader : AttachmentLoader;
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var spineAtlas : Atlas = new Atlas(new RaptorAtlas(), new StarlingTextureLoader(new RaptorAtlasTexture()));
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attachmentLoader = new AtlasAttachmentLoader(spineAtlas);
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var json : SkeletonJson = new SkeletonJson(attachmentLoader);
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json.scale = 0.5;
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var skeletonData : SkeletonData = json.readSkeletonData(new RaptorJson());
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this.x = 400;
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this.y = 560;
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skeleton = new SkeletonAnimation(skeletonData);
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skeleton.state.setAnimationByName(0, "walk", true);
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skeleton.state.update(0);
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skeleton.state.apply(skeleton.skeleton);
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skeleton.skeleton.updateWorldTransform();
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this.setRequiresRedraw();
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// skeleton.vertexEffect = new JitterEffect(10, 10);
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swirl = new SwirlEffect(400);
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swirl.centerY = -200;
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skeleton.vertexEffect = swirl;
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addChild(skeleton);
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Starling.juggler.add(skeleton);
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Starling.juggler.add(this);
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addEventListener(TouchEvent.TOUCH, onClick);
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}
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private function onClick(event : TouchEvent) : void {
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var touch : Touch = event.getTouch(this);
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if (touch && touch.phase == TouchPhase.BEGAN) {
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if (gunGrabCount < 2) {
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if (gunGrabbed)
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skeleton.skeleton.setToSetupPose();
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else
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skeleton.state.setAnimationByName(1, "gun-grab", false);
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gunGrabbed = !gunGrabbed;
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gunGrabCount++;
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} else {
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var parent: DisplayObjectContainer = this.parent;
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this.removeFromParent(true);
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parent.addChild(new TankExample());
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}
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}
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}
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public function advanceTime(time : Number) : void {
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swirlTime += time;
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var percent : Number = swirlTime % 2;
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if (percent > 1) percent = 1 - (percent - 1);
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swirl.angle = pow2.apply(-60, 60, percent);
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}
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}
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} |