Davide Tantillo e290569748 [ts][pixi] Add feature to attach pixi objects to slots
[ts][pixi] Format fix

[ts][pixi] Format fix

[ts][pixi] Use world scale for slot object.
2024-06-05 16:18:09 +02:00

125 lines
4.4 KiB
HTML

<html>
<head>
<meta charset="UTF-8" />
<title>spine-pixi</title>
<script src="https://cdn.jsdelivr.net/npm/pixi.js@7.2.4/dist/pixi.min.js"></script>
<script src="../dist/iife/spine-pixi.js"></script>
<script src="https://cdn.jsdelivr.net/npm/tweakpane@3.1.9/dist/tweakpane.min.js"></script>
<link rel="stylesheet" href="../../index.css">
</head>
<body>
<script>
(async function () {
var app = new PIXI.Application({
width: window.innerWidth,
height: window.innerHeight,
resolution: window.devicePixelRatio || 1,
autoDensity: true,
resizeTo: window,
backgroundColor: 0x2c3e50,
hello: true,
});
document.body.appendChild(app.view);
// Pre-load the skeleton data and atlas. You can also load .json skeleton data.
PIXI.Assets.add("spineboyData", "./assets/spineboy-pro.skel");
PIXI.Assets.add("spineboyAtlas", "./assets/spineboy-pma.atlas");
await PIXI.Assets.load(["spineboyData", "spineboyAtlas"]);
// Create the spine display object
const spineboy = spine.Spine.from("spineboyData", "spineboyAtlas", {
scale: 0.5,
});
// Set the default mix time to use when transitioning
// from one animation to the next.
spineboy.state.data.defaultMix = 0.2;
// Center the spine object on screen.
spineboy.x = window.innerWidth / 2;
spineboy.y = window.innerHeight / 2 + spineboy.getBounds().height / 2;
// Set animation "run" on track 0, looped.
spineboy.state.setAnimation(0, "walk", true);
// Add the display object to the stage.
app.stage.addChild(spineboy);
const logo1 = PIXI.Sprite.from('assets/spine_logo.png');
const logo2 = PIXI.Sprite.from('assets/spine_logo.png');
const logo3 = PIXI.Sprite.from('assets/spine_logo.png');
const logo4 = PIXI.Sprite.from('assets/spine_logo.png');
const text = new PIXI.Text('Spine Text');
// putting logo1 on top of the gun
spineboy.addSlotObject("gun", logo1);
// putting logo2 on top of the hand using slot directly and remove the attachment hand
let frontFist;
setTimeout(() => {
frontFist = spineboy.skeleton.findSlot("front-fist");
spineboy.addSlotObject(frontFist, logo2);
frontFist.setAttachment(null);
}, 2000)
// scaling the bone, will scale the pixi object too
setTimeout(() => {
frontFist.bone.scaleX = .5
frontFist.bone.scaleY = .5
}, 3000)
// adding a pixi text in a slot using slot index
let mouth;
setTimeout(() => {
mouth = spineboy.skeleton.findSlot("mouth");
spineboy.addSlotObject(mouth, text);
}, 4000)
// adding one display object to an already "occupied" slot will remove the old one,
// and move the given one to the slot
setTimeout(() => {
spineboy.addSlotObject(mouth, logo1);
}, 5000)
// adding multiple DisplayObjects to a slot using a Container to control their offset, size, ...
setTimeout(() => {
const container = new PIXI.Container();
container.addChild(logo3, logo4);
logo3.y = 20;
logo3.scale.set(.5);
logo4.scale.set(.5);
logo4.tint = 0xFF5500;
spineboy.addSlotObject("gun", container);
}, 6000)
// removing the container won't automatically destroy the displayObject contained, so take care of them
setTimeout(() => {
const container = new PIXI.Container();
spineboy.removeSlotObject("gun");
logo3.destroy();
logo4.destroy();
}, 7000)
// removing a specific slot object, that is not in that slot do nothing
setTimeout(() => {
const container = new PIXI.Container();
spineboy.removeSlotObject(frontFist, text);
text.destroy();
}, 8000)
// removing a specific slot object
setTimeout(() => {
const container = new PIXI.Container();
spineboy.removeSlotObject(frontFist, logo2);
logo2.destroy();
}, 9000)
// resetting the slot with the original attachment
setTimeout(() => {
frontFist.setToSetupPose();
}, 10000)
})();
</script>
</body>
</html>