mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
91 lines
3.8 KiB
HTML
91 lines
3.8 KiB
HTML
<html>
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<head>
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<meta charset="UTF-8" />
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<title>Spine Pixi Example</title>
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<script src="https://cdn.jsdelivr.net/npm/pixi.js@7.2.4/dist/pixi.min.js"></script>
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<script src="../dist/iife/spine-pixi.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/tweakpane@3.1.9/dist/tweakpane.min.js"></script>
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<link rel="stylesheet" href="../../index.css">
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</head>
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<body>
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<script>
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(async function () {
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var app = new PIXI.Application({
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width: window.innerWidth,
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height: window.innerHeight,
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resolution: window.devicePixelRatio || 1,
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autoDensity: true,
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resizeTo: window,
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backgroundColor: 0x2c3e50,
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hello: true,
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});
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document.body.appendChild(app.view);
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// Pre-load the skeleton data and atlas. You can also load .json skeleton data.
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PIXI.Assets.add("spineboyData", "./assets/spineboy-pro.skel");
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PIXI.Assets.add("spineboyAtlas", "./assets/spineboy-pma.atlas");
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await PIXI.Assets.load(["spineboyData", "spineboyAtlas"]);
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// Create the spine display object
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const spineboy = spine.Spine.from("spineboyData", "spineboyAtlas", {
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scale: 0.5,
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});
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// Set the default mix time to use when transitioning
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// from one animation to another.
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spineboy.state.data.defaultMix = 0.2;
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// Center the Spine object on screen.
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spineboy.x = window.innerWidth / 2;
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spineboy.y = window.innerHeight / 2 + spineboy.getBounds().height / 2;
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// Set looping animations "idle" on track 0 and "aim" on track 1.
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spineboy.state.setAnimation(0, "idle", true);
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spineboy.state.setAnimation(1, "aim", true);
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// Add the display object to the stage.
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app.stage.addChild(spineboy);
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// Make the stage interactive and register pointer events
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app.stage.eventMode = "dynamic";
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app.stage.hitArea = app.screen;
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let isDragging = false;
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app.stage.on("pointerdown", (e) => {
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isDragging = true;
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setBonePosition(e);
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});
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app.stage.on("pointermove", (e) => {
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if (isDragging) setBonePosition(e);
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});
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app.stage.on("pointerup", (e) => (isDragging = false));
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const setBonePosition = (e) => {
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// Transform the mouse/touch coordinates to Spineboy's coordinate
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// system origin. `position` is then relative to Spineboy's root
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// bone.
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const position = new spine.Vector2(
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e.data.global.x - spineboy.x,
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e.data.global.y - spineboy.y
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);
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// Find the crosshair bone.
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const crosshairBone = spineboy.skeleton.findBone("crosshair");
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// Take the mouse position, which is relative to the root bone,
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// and transform it to the crosshair bone's parent root bone
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// coordinate system via `worldToLocal()`. `position` is relative
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// to the crosshair bone's parent bone after this
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crosshairBone.parent.worldToLocal(position);
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// Set the crosshair bone's position to the mouse position
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crosshairBone.x = position.x;
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crosshairBone.y = position.y;
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};
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})();
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</script>
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</body>
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</html> |