Davide Tantillo 5990697d6e [haxe][flixel] SkeletonSprite extends FlxTypedGroup<FlxObject> rather than FlxObject.
Replace direct bounds calculation with BoundsProvider interface for better
performance and correctness. This makes it easier to get the correct bounds.

BREAKING CHANGES:
- SkeletonSprite extends FlxTypedGroup<FlxObject> rather than FlxObject. This was necessary because the FlxObject bounding/hitbox is always connected to its position and size and cannot be offset.
- Removed getAnimationBounds() method. Replace it with the appropriate BoundsProvider implementation based on your use case, or create your own.
- Removed setBoundingBox(). Use BoundsProvider features.
- hitTest() now uses the assigned BoundsProvider instead of direct calculation. For accurate hit testing, use CurrentPoseBoundsProvider and call calculateBounds() each frame or on click.

New features:
- Uses BoundsProvider as starling.
- SkeletonSprite constructor now accepts a third optional parameter for BoundsProvider. SetupPoseBoundsProvider is used by default.
- Added calculateBounds() to recalculate bounds on demand.
2025-10-08 17:49:59 +02:00

85 lines
3.7 KiB
Haxe

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package flixelExamples;
import spine.boundsprovider.SkinsAndAnimationBoundsProvider;
import spine.Skin;
import flixel.ui.FlxButton;
import flixel.FlxG;
import spine.flixel.SkeletonSprite;
import spine.flixel.FlixelTextureLoader;
import flixel.FlxState;
import openfl.utils.Assets;
import spine.SkeletonData;
import spine.animation.AnimationStateData;
import spine.atlas.TextureAtlas;
class MixAndMatchExample extends FlxState {
var loadBinary = false;
// var loadBinary = true;
var skeletonSprite:SkeletonSprite;
override public function create():Void {
FlxG.cameras.bgColor = 0xffa1b2b0;
var button = new FlxButton(0, 0, "Next scene", () -> FlxG.switchState(() -> new TankExample()));
button.setPosition(FlxG.width * .75, FlxG.height / 10);
add(button);
var atlas = new TextureAtlas(Assets.getText("assets/mix-and-match.atlas"), new FlixelTextureLoader("assets/mix-and-match.atlas"));
var data = SkeletonData.from(loadBinary ? Assets.getBytes("assets/mix-and-match-pro.skel") : Assets.getText("assets/mix-and-match-pro.json"), atlas,
.5);
var animationStateData = new AnimationStateData(data);
animationStateData.defaultMix = 0.25;
skeletonSprite = new SkeletonSprite(data, animationStateData, new SkinsAndAnimationBoundsProvider("dance", ["full-skins/boy"]));
var customSkin = new Skin("custom");
var skinBase = data.findSkin("skin-base");
customSkin.addSkin(skinBase);
customSkin.addSkin(data.findSkin("nose/short"));
customSkin.addSkin(data.findSkin("eyelids/girly"));
customSkin.addSkin(data.findSkin("eyes/violet"));
customSkin.addSkin(data.findSkin("hair/brown"));
customSkin.addSkin(data.findSkin("clothes/hoodie-orange"));
customSkin.addSkin(data.findSkin("legs/pants-jeans"));
customSkin.addSkin(data.findSkin("accessories/bag"));
customSkin.addSkin(data.findSkin("accessories/hat-red-yellow"));
skeletonSprite.skeleton.skin = customSkin;
skeletonSprite.state.update(0);
skeletonSprite.state.setAnimationByName(0, "dance", true);
skeletonSprite.screenCenter();
add(skeletonSprite);
super.create();
}
}