2016-09-03 12:08:49 +02:00

149 lines
5.0 KiB
JavaScript

var spritesheetDemo = function(loadingComplete, bgColor) {
var SKELETON_ATLAS_COLOR = new spine.Color(0, 0.8, 0, 0.8);
var FRAME_ATLAS_COLOR = new spine.Color(0.8, 0, 0, 0.8);
var canvas, gl, renderer, input, assetManager;
var skeleton, animationState, offset, bounds;
var skeletonSeq, walkAnim, walkLastTime = 0, walkLastTimePrecise = 0;
var skeletonAtlas;
var viewportWidth, viewportHeight;
var frames = [], currFrame = 0, frameTime = 0, frameScale = 0, FPS = 30;
var timeKeeper, loadingScreen, input;
var playTime = 0, framePlaytime = 0;
var DEMO_NAME = "SpritesheetDemo";
if (!bgColor) bgColor = new spine.Color(0, 0, 0, 1);
function init () {
canvas = document.getElementById("spritesheetdemo-canvas");
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
gl = canvas.getContext("webgl", { alpha: false }) || canvas.getContext("experimental-webgl", { alpha: false });
renderer = new spine.webgl.SceneRenderer(canvas, gl);
assetManager = spineDemos.assetManager;
var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas1.png");
assetManager.loadText(DEMO_NAME, "atlas1.atlas");
assetManager.loadJson(DEMO_NAME, "demos.json");
timeKeeper = new spine.TimeKeeper();
input = new spine.webgl.Input(canvas);
loadingScreen = new spine.webgl.LoadingScreen(renderer);
loadingScreen.backgroundColor = bgColor;
requestAnimationFrame(load);
}
function load () {
timeKeeper.update();
if (assetManager.isLoadingComplete(DEMO_NAME)) {
skeletonAtlas = new spine.TextureAtlas(assetManager.get(DEMO_NAME, "atlas1.atlas"), function(path) {
return assetManager.get(DEMO_NAME, path);
});
var atlasLoader = new spine.TextureAtlasAttachmentLoader(skeletonAtlas);
var skeletonJson = new spine.SkeletonJson(atlasLoader);
var skeletonData = skeletonJson.readSkeletonData(assetManager.get(DEMO_NAME, "demos.json").raptor);
skeleton = new spine.Skeleton(skeletonData);
var stateData = new spine.AnimationStateData(skeleton.data);
stateData.setMix("walk", "Jump", 0.5);
stateData.setMix("Jump", "walk", 0.5);
animationState = new spine.AnimationState(stateData);
animationState.setAnimation(0, "walk", true);
animationState.apply(skeleton);
skeleton.updateWorldTransform();
offset = new spine.Vector2();
bounds = new spine.Vector2();
skeleton.getBounds(offset, bounds);
skeletonSeq = new spine.Skeleton(skeletonData);
walkAnim = skeletonSeq.data.findAnimation("walk");
walkAnim.apply(skeletonSeq, 0, 0, true, null);
skeletonSeq.x += bounds.x + 150;
viewportWidth = ((700 + bounds.x) - offset.x);
viewportHeight = ((0 + bounds.y) - offset.y);
resize();
setupUI();
setupInput();
$("#spritesheetdemo-overlay").removeClass("overlay-hide");
$("#spritesheetdemo-overlay").addClass("overlay");
loadingComplete(canvas, render);
} else {
loadingScreen.draw();
requestAnimationFrame(load);
}
}
function setupUI() {
timeSlider = $("#spritesheetdemo-timeslider").data("slider");
timeSlider.set(0.5);
timeSliderLabel = $("#spritesheetdemo-timeslider-label");
}
function setupInput() {
input.addListener({
down: function(x, y) {
animationState.setAnimation(0, "Jump", false).listener = {
event: function (trackIndex, event) {
},
complete: function (trackIndex, loopCount) {
animationState.setAnimation(0, "walk", true);
},
start: function (trackIndex) {
},
end: function (trackIndex) {
}
}
},
up: function(x, y) { },
moved: function(x, y) { },
dragged: function(x, y) { }
});
}
function resize () {
renderer.camera.position.x = offset.x + viewportWidth / 2 + 100;
renderer.camera.position.y = offset.y + viewportHeight / 2 - 160;
renderer.camera.viewportWidth = viewportWidth * 1.2;
renderer.camera.viewportHeight = viewportHeight * 1.2;
renderer.resize(spine.webgl.ResizeMode.Fit);
}
function render () {
timeKeeper.update();
var delta = timeKeeper.delta;
delta *= timeSlider.get();
if (timeSliderLabel) timeSliderLabel.text(Math.round(timeSlider.get() * 100) + "%");
var animationDuration = animationState.getCurrent(0).animation.duration;
playTime += delta;
while (playTime >= animationDuration) {
playTime -= animationDuration;
}
animationState.update(delta);
animationState.apply(skeleton);
skeleton.updateWorldTransform();
walkLastTimePrecise += delta;
while (walkLastTimePrecise - walkLastTime > 1 / FPS) {
var newWalkTime = walkLastTime + 1 / FPS;
walkAnim.apply(skeletonSeq, walkLastTime, newWalkTime, true, null);
walkLastTime = newWalkTime;
}
skeletonSeq.updateWorldTransform();
gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
renderer.begin();
var frame = frames[currFrame];
renderer.drawSkeleton(skeleton, true);
renderer.drawSkeleton(skeletonSeq, true);
renderer.end();
}
init();
};