2022-05-30 14:55:29 +02:00

378 lines
13 KiB
HTML

<html>
<script src="../dist/iife/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<style>
* {
margin: 0;
padding: 0;
}
body,
html {
height: 100%
}
canvas {
position: absolute;
width: 100%;
height: 100%;
}
</style>
<body>
<canvas id="canvas"></canvas>
<center>
<div style="color: #fff; position: fixed; top: 0; width: 100%">
<span>Format:</span><select id="formatList"></select>
<span>Skeleton:</span><select id="skeletonList"></select>
<span>Animation:</span><select id="animationList"></select>
<span>Skin:</span><select id="skinList"></select>
<span>Debug:</span><input type="checkbox" id="debug">
</div>
</center>
<script>
let canvas;
let ctx;
let shader;
let batcher;
let mvp = new spine.Matrix4();
let skeletonRenderer;
let assetManager;
let debugRenderer;
let shapes;
let lastFrameTime;
let skeletons = {};
let format = "JSON";
let activeSkeleton = "spineboy";
function init() {
// Create the managed WebGL context. Managed contexts will restore resources like shaders
// and buffers automatically if the WebGL context is lost.
canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
let config = { alpha: false };
ctx = new spine.ManagedWebGLRenderingContext(canvas, config);
if (!ctx.gl) {
alert('WebGL is unavailable.');
return;
}
// Create a simple shader, mesh, model-view-projection matrix, SkeletonRenderer, and AssetManager.
shader = spine.Shader.newTwoColoredTextured(ctx);
batcher = new spine.PolygonBatcher(ctx);
mvp.ortho2d(0, 0, canvas.width - 1, canvas.height - 1);
skeletonRenderer = new spine.SkeletonRenderer(ctx);
assetManager = new spine.AssetManager(ctx, "assets/");
// Create a debug renderer and the ShapeRenderer it needs to render lines.
debugRenderer = new spine.SkeletonDebugRenderer(ctx);
debugRenderer.drawRegionAttachments = true;
debugRenderer.drawBoundingBoxes = true;
debugRenderer.drawMeshHull = true;
debugRenderer.drawMeshTriangles = true;
debugRenderer.drawPaths = true;
debugShader = spine.Shader.newColored(ctx);
shapes = new spine.ShapeRenderer(ctx);
// Tell AssetManager to load the resources for each skeleton, including the exported data file, the .atlas file and the .png
// file for the atlas. We then wait until all resources are loaded in the load() method.
assetManager.loadBinary("spineboy-pro.skel");
assetManager.loadText("spineboy-pro.json");
assetManager.loadTextureAtlas("spineboy-pma.atlas");
assetManager.loadBinary("raptor-pro.skel");
assetManager.loadText("raptor-pro.json");
assetManager.loadTextureAtlas("raptor-pma.atlas");
assetManager.loadBinary("tank-pro.skel");
assetManager.loadText("tank-pro.json");
assetManager.loadTextureAtlas("tank-pma.atlas");
assetManager.loadBinary("goblins-pro.skel");
assetManager.loadText("goblins-pro.json");
assetManager.loadTextureAtlas("goblins-pma.atlas");
assetManager.loadBinary("vine-pro.skel");
assetManager.loadText("vine-pro.json");
assetManager.loadTextureAtlas("vine-pma.atlas");
assetManager.loadBinary("stretchyman-pro.skel");
assetManager.loadText("stretchyman-pro.json");
assetManager.loadTextureAtlas("stretchyman-pma.atlas");
assetManager.loadBinary("coin-pro.skel");
assetManager.loadText("coin-pro.json");
assetManager.loadTextureAtlas("coin-pma.atlas");
assetManager.loadBinary("mix-and-match-pro.skel");
assetManager.loadText("mix-and-match-pro.json");
assetManager.loadTextureAtlas("mix-and-match-pma.atlas");
requestAnimationFrame(load);
}
function load() {
// Wait until the AssetManager has loaded all resources, then load the skeletons.
if (assetManager.isLoadingComplete()) {
skeletons = {
coin: {
Binary: loadSkeleton("coin-pro.skel", "animation", true),
JSON: loadSkeleton("coin-pro.json", "animation", true)
},
goblins: {
Binary: loadSkeleton("goblins-pro.skel", "walk", true, "goblin"),
JSON: loadSkeleton("goblins-pro.json", "walk", true, "goblin")
},
"mix-and-match-pro": {
Binary: loadSkeleton("mix-and-match-pro.skel", "dance", true, "full-skins/girl-blue-cape"),
JSON: loadSkeleton("mix-and-match-pro.json", "dance", true, "full-skins/girl-blue-cape")
},
raptor: {
Binary: loadSkeleton("raptor-pro.skel", "walk", true),
JSON: loadSkeleton("raptor-pro.json", "walk", true)
},
spineboy: {
Binary: loadSkeleton("spineboy-pro.skel", "run", true),
JSON: loadSkeleton("spineboy-pro.json", "run", true)
},
stretchyman: {
Binary: loadSkeleton("stretchyman-pro.skel", "sneak", true),
JSON: loadSkeleton("stretchyman-pro.json", "sneak", true)
},
tank: {
Binary: loadSkeleton("tank-pro.skel", "drive", true),
JSON: loadSkeleton("tank-pro.json", "drive", true)
},
vine: {
Binary: loadSkeleton("vine-pro.skel", "grow", true),
JSON: loadSkeleton("vine-pro.json", "grow", true)
}
};
setupUI();
lastFrameTime = Date.now() / 1000;
requestAnimationFrame(render); // Loading is done, call render every frame.
} else
requestAnimationFrame(load);
}
function loadSkeleton(name, initialAnimation, premultipliedAlpha, skin) {
if (skin === undefined) skin = "default";
// Load the texture atlas using name.atlas from the AssetManager.
let atlas = assetManager.require(name.replace(/(?:-ess|-pro)\.(skel|json)/, "") + (premultipliedAlpha ? "-pma" : "") + ".atlas");
// Create an AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
let atlasLoader = new spine.AtlasAttachmentLoader(atlas);
// Create a skeleton loader instance for parsing the skeleton data file.
let skeletonLoader = name.endsWith(".skel") ? new spine.SkeletonBinary(atlasLoader) : new spine.SkeletonJson(atlasLoader);
// Set the scale to apply during parsing, parse the file, and create a new skeleton.
skeletonLoader.scale = 1;
let skeletonData = skeletonLoader.readSkeletonData(assetManager.require(name));
let skeleton = new spine.Skeleton(skeletonData);
skeleton.setSkinByName(skin);
let bounds = calculateSetupPoseBounds(skeleton);
// Create an AnimationState, and set the initial animation in looping mode.
let animationStateData = new spine.AnimationStateData(skeleton.data);
let animationState = new spine.AnimationState(animationStateData);
if (name == "spineboy-pro.skel" || name == "spineboy-pro.json") {
animationStateData.setMix("walk", "run", 1.5)
animationStateData.setMix("run", "jump", 0.2)
animationStateData.setMix("jump", "run", 0.4);
animationState.setEmptyAnimation(0, 0);
let entry = animationState.addAnimation(0, "walk", true, 0);
entry.mixDuration = 1;
animationState.addAnimation(0, "run", true, 1.5);
animationState.addAnimation(0, "jump", false, 2);
animationState.addAnimation(0, "run", true, 0);
animationState.addEmptyAnimation(0, 1, 1);
entry = animationState.addAnimation(0, "walk", true, 1.5);
entry.mixDuration = 1;
} else
animationState.setAnimation(0, initialAnimation, true);
function log(message) {
if ($('#debug').is(':checked')) console.log(message);
}
animationState.addListener({
start: function (track) {
log("Animation on track " + track.trackIndex + " started");
},
interrupt: function (track) {
log("Animation on track " + track.trackIndex + " interrupted");
},
end: function (track) {
log("Animation on track " + track.trackIndex + " ended");
},
disposed: function (track) {
log("Animation on track " + track.trackIndex + " disposed");
},
complete: function (track) {
log("Animation on track " + track.trackIndex + " completed");
},
event: function (track, event) {
log("Event on track " + track.trackIndex + ": " + JSON.stringify(event));
}
})
// Pack everything up and return to caller.
return { skeleton: skeleton, state: animationState, bounds: bounds, premultipliedAlpha: premultipliedAlpha };
}
function calculateSetupPoseBounds(skeleton) {
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
let offset = new spine.Vector2();
let size = new spine.Vector2();
skeleton.getBounds(offset, size, []);
return { offset: offset, size: size };
}
function setupUI() {
let formatList = $("#formatList");
formatList.append($("<option>Binary</option>"));
formatList.append($("<option selected>JSON</option>"));
let skeletonList = $("#skeletonList");
for (let skeletonName in skeletons) {
let option = $("<option></option>");
option.attr("value", skeletonName).text(skeletonName);
if (skeletonName === activeSkeleton) option.attr("selected", "selected");
skeletonList.append(option);
}
let setupAnimationUI = function () {
let animationList = $("#animationList");
animationList.empty();
let skeleton = skeletons[activeSkeleton][format].skeleton;
let state = skeletons[activeSkeleton][format].state;
let activeAnimation = state.tracks[0].animation.name;
for (let i = 0; i < skeleton.data.animations.length; i++) {
let name = skeleton.data.animations[i].name;
let option = $("<option></option>");
option.attr("value", name).text(name);
if (name === activeAnimation) option.attr("selected", "selected");
animationList.append(option);
}
animationList.change(function () {
let state = skeletons[activeSkeleton][format].state;
let skeleton = skeletons[activeSkeleton][format].skeleton;
let animationName = $("#animationList option:selected").text();
skeleton.setToSetupPose();
state.setAnimation(0, animationName, true);
})
}
let setupSkinUI = function () {
let skinList = $("#skinList");
skinList.empty();
let skeleton = skeletons[activeSkeleton][format].skeleton;
let activeSkin = skeleton.skin == null ? "default" : skeleton.skin.name;
for (let i = 0; i < skeleton.data.skins.length; i++) {
let name = skeleton.data.skins[i].name;
let option = $("<option></option>");
option.attr("value", name).text(name);
if (name === activeSkin) option.attr("selected", "selected");
skinList.append(option);
}
skinList.change(function () {
let skeleton = skeletons[activeSkeleton][format].skeleton;
let skinName = $("#skinList option:selected").text();
skeleton.setSkinByName(skinName);
skeleton.setSlotsToSetupPose();
})
}
skeletonList.change(function () {
activeSkeleton = $("#skeletonList option:selected").text();
setupAnimationUI();
setupSkinUI();
})
formatList.change(function () {
format = $("#formatList option:selected").text();
setupAnimationUI();
setupSkinUI();
})
setupAnimationUI();
setupSkinUI();
}
function render() {
let gl = ctx.gl;
let now = Date.now() / 1000;
let delta = now - lastFrameTime;
lastFrameTime = now;
// Update the MVP matrix to adjust for canvas size changes
resize();
gl.clearColor(0.3, 0.3, 0.3, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// Apply the animation state based on the delta time.
let skeleton = skeletons[activeSkeleton][format].skeleton;
let state = skeletons[activeSkeleton][format].state;
let bounds = skeletons[activeSkeleton][format].bounds;
let premultipliedAlpha = skeletons[activeSkeleton][format].premultipliedAlpha;
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
// Bind the shader and set the texture and model-view-projection matrix.
shader.bind();
shader.setUniformi(spine.Shader.SAMPLER, 0);
shader.setUniform4x4f(spine.Shader.MVP_MATRIX, mvp.values);
// Start the batch and tell the SkeletonRenderer to render the active skeleton.
batcher.begin(shader);
skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
skeletonRenderer.draw(batcher, skeleton);
batcher.end();
shader.unbind();
// Draw debug information.
let debug = $('#debug').is(':checked');
if (debug) {
debugShader.bind();
debugShader.setUniform4x4f(spine.Shader.MVP_MATRIX, mvp.values);
debugRenderer.premultipliedAlpha = premultipliedAlpha;
shapes.begin(debugShader);
debugRenderer.draw(shapes, skeleton);
shapes.end();
debugShader.unbind();
}
requestAnimationFrame(render);
}
function resize() {
let w = canvas.clientWidth;
let h = canvas.clientHeight;
if (canvas.width != w || canvas.height != h) {
canvas.width = w;
canvas.height = h;
}
// Calculations to center the skeleton in the canvas.
let bounds = skeletons[activeSkeleton][format].bounds;
let centerX = bounds.offset.x + bounds.size.x / 2;
let centerY = bounds.offset.y + bounds.size.y / 2;
let scaleX = bounds.size.x / canvas.width;
let scaleY = bounds.size.y / canvas.height;
let scale = Math.max(scaleX, scaleY) * 2;
if (scale < 1) scale = 1;
let width = canvas.width * scale;
let height = canvas.height * scale;
mvp.ortho2d(centerX - width / 2, centerY - height / 2, width, height);
ctx.gl.viewport(0, 0, canvas.width, canvas.height);
}
init();
</script>
</body>
</html>