Mario Zechner de6cee955b [ts] Remove old namespaces, dev build
Previously, we'd export to global objects called spine.canvas, spine.webgl, spine.threejs. Going forward, all Spine APIs will be hosted by the global spine object when the runtime is used straight from the bundled .js files in the build/ folder. This is a minor change with a simple fix on the user side, i.e. replace spine.canvas. with spine.
2021-08-27 18:48:17 +02:00

151 lines
4.9 KiB
JavaScript

var additiveBlendingDemo = function (canvas, bgColor) {
var COLOR_INNER = new spine.Color(0.8, 0, 0, 0.5);
var COLOR_OUTER = new spine.Color(0.8, 0, 0, 0.8);
var COLOR_INNER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.5);
var COLOR_OUTER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.8);
var HANDLE_SIZE = 0.10;
var gl, renderer, input, assetManager;
var skeleton, state, bounds;
var timeKeeper;
var target = null;
var dragging = false;
var handle = new spine.Vector2();
var coords = new spine.Vector3(), temp = new spine.Vector3(), temp2 = new spine.Vector2(), temp3 = new spine.Vector3();
var isPlaying = true;
var left, right, up, down;
var cursor;
var clientMouseX = 0, clientMouseY = 0, mouseMoved;
if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
function isMobileDevice() {
return (typeof window.orientation !== "undefined") || (navigator.userAgent.indexOf('IEMobile') !== -1);
};
function init() {
gl = canvas.context.gl;
renderer = new spine.SceneRenderer(canvas, gl);
assetManager = new spine.AssetManager(gl, spineDemos.path, spineDemos.downloader);
assetManager.loadTextureAtlas("atlas2.atlas");
assetManager.loadJson("demos.json");
timeKeeper = new spine.TimeKeeper();
cursor = document.getElementById("cursor");
}
function loadingComplete() {
var atlasLoader = new spine.AtlasAttachmentLoader(assetManager.get("atlas2.atlas"));
var skeletonJson = new spine.SkeletonJson(atlasLoader);
var skeletonData = skeletonJson.readSkeletonData(assetManager.get("demos.json").owl);
skeleton = new spine.Skeleton(skeletonData);
state = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
state.setAnimation(0, "idle", true);
state.setAnimation(1, "blink", true);
left = state.setAnimation(2, "left", true);
right = state.setAnimation(3, "right", true);
up = state.setAnimation(4, "up", true);
down = state.setAnimation(5, "down", true);
left.mixBlend = spine.MixBlend.add;
right.mixBlend = spine.MixBlend.add;
up.mixBlend = spine.MixBlend.add;
down.mixBlend = spine.MixBlend.add;
left.alpha = 0;
right.alpha = 0;
up.alpha = 0;
down.alpha = 0;
state.apply(skeleton);
skeleton.updateWorldTransform();
var offset = new spine.Vector2();
bounds = new spine.Vector2();
skeleton.getBounds(offset, bounds, []);
renderer.camera.position.x = offset.x + bounds.x / 2;
renderer.camera.position.y = offset.y + bounds.y / 2;
renderer.skeletonDebugRenderer.drawMeshHull = false;
renderer.skeletonDebugRenderer.drawMeshTriangles = false;
setupInput();
}
function calculateBlend(x, y, isPageCoords) {
var canvasBounds = canvas.getBoundingClientRect();
var centerX = canvasBounds.x + canvasBounds.width / 2;
var centerY = canvasBounds.y + canvasBounds.height / 2;
right.alpha = x < centerX ? 1 - x / centerX : 0;
left.alpha = x > centerX ? (x - centerX) / (window.innerWidth - centerX) : 0;
up.alpha = y < centerY ? 1 - y / centerY : 0;
down.alpha = y > centerY ? (y - centerY) / (window.innerHeight - centerY) : 0;
}
function setupInput() {
if (!isMobileDevice()) {
document.addEventListener("mousemove", function (event) {
clientMouseX = event.clientX;
clientMouseY = event.clientY;
mouseMoved = true;
}, false);
} else {
var input = new spine.Input(canvas);
input.addListener({
down: function (x, y) {
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.clientWidth, canvas.clientHeight);
if (temp.set(handle.x, handle.y, 0).distance(coords) < canvas.width * HANDLE_SIZE) {
dragging = true;
}
},
up: function (x, y) {
dragging = false;
},
dragged: function (x, y) {
if (dragging && x > 0 && x < canvas.width && y > 0 && y < canvas.height) {
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.clientWidth, canvas.clientHeight);
handle.x = coords.x;
handle.y = coords.y;
calculateBlend(x, y, false);
}
}
});
}
}
function render() {
if (!isMobileDevice() && mouseMoved) calculateBlend(clientMouseX, clientMouseY, true);
timeKeeper.update();
var delta = timeKeeper.delta;
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
renderer.camera.viewportWidth = bounds.x * 1.4;
renderer.camera.viewportHeight = bounds.y * 1.4;
renderer.resize(spine.ResizeMode.Fit);
gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
renderer.begin();
renderer.drawSkeleton(skeleton, true);
if (isMobileDevice()) {
gl.lineWidth(2);
renderer.circle(true, handle.x, handle.y, canvas.width * HANDLE_SIZE, COLOR_INNER);
renderer.circle(false, handle.x, handle.y, canvas.width * HANDLE_SIZE, COLOR_OUTER);
gl.lineWidth(1);
}
renderer.end();
}
init();
additiveBlendingDemo.assetManager = assetManager;
additiveBlendingDemo.loadingComplete = loadingComplete;
additiveBlendingDemo.render = render;
};