spine-runtimes/spine-ts/spine-phaser/example/arcade-physics-example.html
2023-12-06 04:02:56 +01:00

65 lines
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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<script src="//cdn.jsdelivr.net/npm/phaser@3.60.0/dist/phaser.js"></script>
<script src="../dist/iife/spine-phaser.js"></script>
<link rel="stylesheet" href="../../index.css" />
<title>Spine Phaser Example</title>
</head>
<body class="p-4 flex flex-col items-center">
<h1>Arcade Physics example</h1>
</body>
<script>
class PhysicsExample extends Phaser.Scene {
preload() {
this.load.spineBinary("coin-data", "assets/coin-pro.skel");
this.load.spineAtlas("coin-atlas", "assets/coin-pma.atlas");
}
create() {
const coin = this.add.spine(400, 200, "coin-data", "coin-atlas");
coin.animationState.setAnimation(0, "animation", true);
coin.setScale(0.3);
coin.setSize(280, 280);
this.physics.add.existing(coin);
coin.body.setOffset(0, 50);
coin.body.setVelocity(100, 200);
coin.body.setBounce(1, 1);
coin.body.setCollideWorldBounds(true);
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
physics: {
default: "arcade",
arcade: {
debug: true,
gravity: { y: 200 },
},
},
scene: [PhysicsExample],
plugins: {
scene: [
{
key: "spine.SpinePlugin",
plugin: spine.SpinePlugin,
mapping: "spine",
},
],
},
};
const game = new Phaser.Game(config);
</script>
</html>