mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 17:56:04 +08:00
119 lines
3.3 KiB
HTML
119 lines
3.3 KiB
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>
|
|
<link rel="stylesheet" href="../../index.css" />
|
|
<title>Spine Phaser Example</title>
|
|
</head>
|
|
|
|
<body class="p-4 flex flex-col items-center">
|
|
<h1>Camera pipeline test</h1>
|
|
<script>
|
|
const config = {
|
|
type: Phaser.AUTO,
|
|
width: 800,
|
|
height: 600,
|
|
type: Phaser.WEBGL,
|
|
backgroundColor: "#cdcdcd",
|
|
scene: {
|
|
preload: preload,
|
|
create: create,
|
|
pack: {
|
|
files: [
|
|
{
|
|
type: "scenePlugin",
|
|
key: "spine.SpinePlugin",
|
|
url: "../dist/iife/spine-phaser.js",
|
|
sceneKey: "spine",
|
|
},
|
|
],
|
|
},
|
|
},
|
|
};
|
|
|
|
const fragShader = `
|
|
#define SHADER_NAME PLASMA_FS
|
|
|
|
precision mediump float;
|
|
|
|
uniform sampler2D uMainSampler;
|
|
uniform float uTime;
|
|
uniform vec2 uResolution;
|
|
|
|
varying vec2 outTexCoord;
|
|
|
|
void main()
|
|
{
|
|
vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / uResolution.xy;
|
|
|
|
float x = p.x;
|
|
float y = p.y;
|
|
float mov0 = x+y+cos(sin(uTime)*2.0)*100.+sin(x/100.)*1000.;
|
|
float mov1 = y / 0.9 + uTime;
|
|
float mov2 = x / 0.2;
|
|
float c1 = abs(sin(mov1+uTime)/2.+mov2/2.-mov1-mov2+uTime);
|
|
float c2 = abs(sin(c1+sin(mov0/1000.+uTime)+sin(y/40.+uTime)+sin((x+y)/100.)*3.));
|
|
float c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x/1000.)));
|
|
|
|
vec4 pixel = texture2D(uMainSampler, outTexCoord);
|
|
|
|
gl_FragColor = pixel * vec4(c1, c2, c3, 1);
|
|
}
|
|
`;
|
|
|
|
class PlasmaPostFX extends Phaser.Renderer.WebGL.Pipelines
|
|
.PostFXPipeline {
|
|
constructor(game) {
|
|
super({
|
|
game,
|
|
name: "PlasmaPostFX",
|
|
fragShader,
|
|
uniforms: ["uMainSampler", "uTime", "uResolution"],
|
|
});
|
|
}
|
|
|
|
onPreRender() {
|
|
this.set1f("uTime", this.game.loop.time / 1000);
|
|
}
|
|
|
|
onDraw(renderTarget) {
|
|
this.set2f("uResolution", renderTarget.width, renderTarget.height);
|
|
|
|
this.bindAndDraw(renderTarget);
|
|
}
|
|
}
|
|
|
|
const game = new Phaser.Game(config);
|
|
|
|
function preload() {
|
|
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
|
|
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
|
|
this.load.image("img", "assets/raptor-pma.png");
|
|
}
|
|
|
|
function create() {
|
|
this.renderer.pipelines.addPostPipeline("PlasmaPostFX", PlasmaPostFX);
|
|
|
|
// FIXME: Need a dummy sprite so the MultiPipeline sets up state
|
|
// so rendering the Spine sprite actually works. Unsure what state
|
|
// is needed.
|
|
this.add.sprite(0, 0, "img");
|
|
|
|
const spineboy = this.add.spine(
|
|
400,
|
|
300,
|
|
"spineboy-data",
|
|
"spineboy-atlas"
|
|
);
|
|
spineboy.scale = 0.5;
|
|
spineboy.animationState.setAnimation(0, "walk", true);
|
|
|
|
this.cameras.main.setPostPipeline("PlasmaPostFX");
|
|
}
|
|
</script>
|
|
</body>
|
|
</html>
|