mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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123 lines
4.7 KiB
ActionScript
123 lines
4.7 KiB
ActionScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE 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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}
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