109 lines
4.6 KiB
ActionScript

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package spine.examples {
import spine.animation.AnimationStateData;
import spine.*;
import spine.atlas.Atlas;
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 SpineboyExample extends Sprite {
[Embed(source = "/spineboy.json", mimeType = "application/octet-stream")]
static public const SpineboyJson:Class;
[Embed(source = "/spineboy.atlas", mimeType = "application/octet-stream")]
static public const SpineboyAtlas:Class;
[Embed(source = "/spineboy.png")]
static public const SpineboyAtlasTexture:Class;
private var skeleton:SkeletonAnimation;
public function SpineboyExample () {
var spineAtlas:Atlas = new Atlas(new SpineboyAtlas(), new StarlingTextureLoader(new SpineboyAtlasTexture()));
var attachmentLoader:AttachmentLoader = new AtlasAttachmentLoader(spineAtlas);
var json:SkeletonJson = new SkeletonJson(attachmentLoader);
json.scale = 0.6;
var skeletonData:SkeletonData = json.readSkeletonData(new SpineboyJson());
var stateData:AnimationStateData = new AnimationStateData(skeletonData);
stateData.setMixByName("run", "jump", 0.2);
stateData.setMixByName("jump", "run", 0.4);
stateData.setMixByName("jump", "jump", 0.2);
skeleton = new SkeletonAnimation(skeletonData, stateData);
skeleton.x = 400;
skeleton.y = 560;
skeleton.state.onStart.add(function (trackIndex:int) : void {
trace(trackIndex + " start: " + skeleton.state.getCurrent(trackIndex));
});
skeleton.state.onEnd.add(function (trackIndex:int) : void {
trace(trackIndex + " end: " + skeleton.state.getCurrent(trackIndex));
});
skeleton.state.onComplete.add(function (trackIndex:int, count:int) : void {
trace(trackIndex + " complete: " + skeleton.state.getCurrent(trackIndex) + ", " + count);
});
skeleton.state.onEvent.add(function (trackIndex:int, event:Event) : void {
trace(trackIndex + " event: " + skeleton.state.getCurrent(trackIndex) + ", "
+ event.data.name + ": " + event.intValue + ", " + event.floatValue + ", " + event.stringValue);
});
skeleton.skeleton.setToSetupPose();
skeleton.state.setAnimationByName(0, "run", true);
skeleton.state.addAnimationByName(0, "jump", false, 3);
skeleton.state.addAnimationByName(0, "run", true, 0);
addChild(skeleton);
Starling.juggler.add(skeleton);
addEventListener(TouchEvent.TOUCH, onClick);
}
private function onClick (event:TouchEvent) : void {
var touch:Touch = event.getTouch(this);
if (touch && touch.phase == TouchPhase.BEGAN) {
skeleton.state.setAnimationByName(0, "jump", false);
skeleton.state.addAnimationByName(0, "run", true, 0);
}
}
}
}