123 lines
4.7 KiB
ActionScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package spine.examples {
import spine.interpolation.Pow;
import starling.animation.IAnimatable;
import spine.vertexeffects.SwirlEffect;
import spine.vertexeffects.JitterEffect;
import starling.display.DisplayObjectContainer;
import spine.atlas.Atlas;
import spine.*;
import spine.attachments.AtlasAttachmentLoader;
import spine.attachments.AttachmentLoader;
import spine.starling.SkeletonAnimation;
import spine.starling.StarlingTextureLoader;
import starling.core.Starling;
import starling.display.Sprite;
import starling.events.Touch;
import starling.events.TouchEvent;
import starling.events.TouchPhase;
public class RaptorExample extends Sprite implements IAnimatable {
[Embed(source = "/raptor-pro.json", mimeType = "application/octet-stream")]
static public const RaptorJson : Class;
[Embed(source = "/raptor.atlas", mimeType = "application/octet-stream")]
static public const RaptorAtlas : Class;
[Embed(source = "/raptor.png")]
static public const RaptorAtlasTexture : Class;
private var skeleton : SkeletonAnimation;
private var gunGrabbed : Boolean;
private var gunGrabCount : Number = 0;
private var swirl : SwirlEffect;
private var swirlTime : Number = 0;
private var pow2 : Interpolation = new Pow(2);
public function RaptorExample() {
var attachmentLoader : AttachmentLoader;
var spineAtlas : Atlas = new Atlas(new RaptorAtlas(), new StarlingTextureLoader(new RaptorAtlasTexture()));
attachmentLoader = new AtlasAttachmentLoader(spineAtlas);
var json : SkeletonJson = new SkeletonJson(attachmentLoader);
json.scale = 0.5;
var skeletonData : SkeletonData = json.readSkeletonData(new RaptorJson());
this.x = 400;
this.y = 560;
skeleton = new SkeletonAnimation(skeletonData);
skeleton.state.setAnimationByName(0, "walk", true);
skeleton.state.update(0);
skeleton.state.apply(skeleton.skeleton);
skeleton.skeleton.updateWorldTransform();
this.setRequiresRedraw();
// skeleton.vertexEffect = new JitterEffect(10, 10);
swirl = new SwirlEffect(400);
swirl.centerY = -200;
skeleton.vertexEffect = swirl;
addChild(skeleton);
Starling.juggler.add(skeleton);
Starling.juggler.add(this);
addEventListener(TouchEvent.TOUCH, onClick);
}
private function onClick(event : TouchEvent) : void {
var touch : Touch = event.getTouch(this);
if (touch && touch.phase == TouchPhase.BEGAN) {
if (gunGrabCount < 2) {
if (gunGrabbed)
skeleton.skeleton.setToSetupPose();
else
skeleton.state.setAnimationByName(1, "gun-grab", false);
gunGrabbed = !gunGrabbed;
gunGrabCount++;
} else {
var parent: DisplayObjectContainer = this.parent;
this.removeFromParent(true);
parent.addChild(new TankExample());
}
}
}
public function advanceTime(time : Number) : void {
swirlTime += time;
var percent : Number = swirlTime % 2;
if (percent > 1) percent = 1 - (percent - 1);
swirl.angle = pow2.apply(-60, 60, percent);
}
}
}