@melonjs/spine-plugin 1.5.0 → 2.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +46 -0
- package/LICENSE +1 -1
- package/README.md +72 -25
- package/build/AssetManager.d.ts +74 -0
- package/build/AssetManager.d.ts.map +1 -0
- package/build/SkeletonRenderer.d.ts +75 -0
- package/build/SkeletonRenderer.d.ts.map +1 -0
- package/build/Spine.d.ts +320 -0
- package/build/Spine.d.ts.map +1 -0
- package/build/SpineBatcher.d.ts +35 -0
- package/build/SpineBatcher.d.ts.map +1 -0
- package/build/SpinePlugin.d.ts +12 -0
- package/build/SpinePlugin.d.ts.map +1 -0
- package/build/index.d.ts +3 -0
- package/build/index.d.ts.map +1 -0
- package/build/index.js +16174 -0
- package/build/index.js.map +7 -0
- package/package.json +72 -77
- package/dist/@melonjs/spine-plugin.d.ts +0 -4410
- package/dist/@melonjs/spine-plugin.js +0 -15798
- package/src/AssetManager.js +0 -129
- package/src/SkeletonRenderer.js +0 -220
- package/src/SpinePlugin.js +0 -24
- package/src/index.js +0 -459
package/src/index.js
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import { Math, Renderable, Vector2d, plugin } from "melonjs";
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import * as spineWebGL from "@esotericsoftware/spine-webgl";
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import * as spineCanvas from "@esotericsoftware/spine-canvas";
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import { Vector2 } from "@esotericsoftware/spine-core";
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import SkeletonRenderer from "./SkeletonRenderer.js";
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import { SpinePlugin } from "./SpinePlugin.js";
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export { SpinePlugin } from "./SpinePlugin.js";
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// a temporary array used for skeleton.getBounds();
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let tempArray = [];
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/**
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* @classdesc
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* An renderable object to render Spine animated skeleton.
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* @augments Renderable
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*/
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export default class Spine extends Renderable {
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runtime;
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skeleton;
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plugin;
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renderer;
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animationState;
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skeletonRenderer;
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root;
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boneOffset;
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boneSize;
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isSpineFlipped = {
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x : false,
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y : false
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};
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/**
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* Stores settings and other state for the playback of the current animation (if any).
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* @type {TrackEntry}
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* @see http://en.esotericsoftware.com/spine-api-reference#TrackEntry
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* @see setAnimation
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* @default undefined
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* @example
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* // set a default animation to "run"
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* this.setAnimation(0, "run", true);
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* ...
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* ...
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* // pause the animation
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* this.currentTrack.timeScale = 0;
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* ...
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* ...
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* // resume the animation
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* this.currentTrack.timeScale = 1;
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*/
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currentTrack;
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/**
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* @param {number} x - the x coordinates of the Spine object
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* @param {number} y - the y coordinates of the Spine object
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* @param {object} settings - Configuration parameters for the Spine object
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* @param {number} [settings.atlasFile] - the name of the atlasFile to be used to create this spine animation
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* @param {number} [settings.jsonFile] - the name of the atlasFile to be used to create this spine animation
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* @param {number} [settings.mixTime = 0.2] - the default mix duration to use when no mix duration has been defined between two animations.
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* @example
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* import * as Spine from '@melonjs/spine-plugin';
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* import * as me from 'melonjs';
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*
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* // prepare/declare assets for the preloader
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* const DataManifest = [
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* {
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* "name": "alien-ess.json",
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* "type": "spine",
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* "src": "data/spine/alien-ess.json"
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* },
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* {
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* "name": "alien.atlas",
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* "type": "spine",
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* "src": "data/spine/alien.atlas"
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* },
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* ]
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*
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* // create a new Spine Renderable
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* let spineAlien = new Spine(100, 100, {atlasFile: "alien.atlas", jsonFile: "alien-ess.json"});
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*
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* // set default animation
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* spineAlien.setAnimation(0, "death", true);
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*
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* // add it to the game world
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* me.game.world.addChild(spineAlien);
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*/
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constructor(x, y, settings) {
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super(x, y, settings.width, settings.height);
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// ensure plugin was properly registered
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this.plugin = plugin.get(SpinePlugin);
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if (typeof this.plugin === "undefined") {
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throw "Spine plugin: plugin needs to be registered first using plugin.register";
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}
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this.renderer = this.plugin.app.renderer;
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if (this.renderer.WebGLVersion >= 1) {
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this.runtime = spineWebGL;
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} else {
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this.runtime = spineCanvas;
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}
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this.skeletonRenderer = new SkeletonRenderer(this.runtime);
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// force anchorPoint to 0,0
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this.anchorPoint.set(0, 0);
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// displaying order
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if (typeof settings.z !== "undefined") {
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this.pos.z = settings.z;
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}
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// use internally when calulcating bounds
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this.boneOffset = new Vector2();
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this.boneSize = new Vector2();
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// default mixTime
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this.mixTime = typeof settings.mixTime !== "undefined" ? settings.mixTime : 0.2;
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if (settings.jsonFile) {
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this.jsonFile = settings.jsonFile;
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this.atlasFile = settings.atlasFile;
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this.setSkeleton(this.atlasFile, this.jsonFile);
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}
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}
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/**
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* Whether to enabler the debug mode when rendering the spine object
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* @default false
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* @type {boolean}
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*/
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get debugRendering() {
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return this.skeletonRenderer.debugRendering;
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}
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set debugRendering(value) {
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this.skeletonRenderer.debugRendering = value;
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}
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/**
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* set and load the given skeleton atlas and json definition files
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* (use this if you did not specify any json or atlas through the constructor)
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* @param {number} [atlasFile] - the name of the atlasFile to be used to create this spine animation
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* @param {number} [jsonFile] - the name of the atlasFile to be used to create this spine animation
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* @example
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* // create a new Spine Renderable
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* let spineAlien = new Spine(100, 100);
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*
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* // set the skeleton
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* spineAlien.setSkeleton("alien.atlas", "alien-ess.json");
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*
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* // set default animation
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* spineAlien.setAnimation(0, "death", true);
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*
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* // add it to the game world
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* me.game.world.addChild(spineAlien);
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*/
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setSkeleton(atlasFile, jsonFile) {
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// Create the texture atlas and skeleton data.
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let atlas = this.plugin.assetManager.require(atlasFile);
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let atlasLoader = new this.runtime.AtlasAttachmentLoader(atlas);
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let skeletonJson = new this.runtime.SkeletonJson(atlasLoader);
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let skeletonData = skeletonJson.readSkeletonData(this.plugin.assetManager.require(jsonFile));
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// Instantiate a new skeleton based on the atlas and skeleton data.
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this.skeleton = new this.runtime.Skeleton(skeletonData);
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this.setToSetupPose();
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// Setup an animation state with a default mix of 0.2 seconds.
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var animationStateData = new this.runtime.AnimationStateData(this.skeleton.data);
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animationStateData.defaultMix = this.mixTime;
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this.animationState = new this.runtime.AnimationState(animationStateData);
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// get a reference to the root bone
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this.root = this.skeleton.getRootBone();
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}
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/**
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* flip the Spine skeleton on the horizontal axis (around its center)
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* @param {boolean} [flip=true] - `true` to flip this Spine object.
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* @returns {Spine} Reference to this object for method chaining
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*/
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flipX(flip = true) {
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if (this.isSpineFlipped.x !== flip) {
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this.isSpineFlipped.x = flip;
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this.root.scaleX *= -1;
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this.isDirty = true;
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}
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return this;
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}
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/**
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* flip the Spine skeleton on the vertical axis (around its center)
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* @param {boolean} [flip=true] - `true` to flip this Spine object.
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* @returns {Spine} Reference to this object for method chaining
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*/
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flipY(flip = true) {
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if (this.isSpineFlipped.y !== flip) {
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this.isSpineFlipped.y = flip;
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this.root.scaleY *= -1;
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this.isDirty = true;
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}
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return this;
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}
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/**
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* Rotate this Spine object by the specified angle (in radians).
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* @param {number} angle - The angle to rotate (in radians)
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* @param {Vector2d|ObservableVector2d} [v] - an optional point to rotate around
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* @returns {Spine} Reference to this object for method chaining
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*/
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rotate(angle, v) {
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// rotation for rootBone is in degrees (anti-clockwise)
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this.skeleton.getRootBone().rotation -= Math.radToDeg(angle) + 90;
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// melonJS rotate method takes radians
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return super.rotate(angle, v);
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}
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/**
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* scale the Spine object around his anchor point. Scaling actually applies changes
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* to the currentTransform member wich is used by the renderer to scale the object
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* when rendering. It does not scale the object itself. For example if the renderable
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* is an image, the image.width and image.height properties are unaltered but the currentTransform
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* member will be changed.
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* @param {number} x - a number representing the abscissa of the scaling vector.
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* @param {number} [y=x] - a number representing the ordinate of the scaling vector.
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* @returns {Spine} Reference to this object for method chaining
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*/
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scale(x, y = x) {
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// untested
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return super.scale(x, y);
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}
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/**
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* update the bounding box for this spine object.
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* (this will automatically update the bounds of the entire skeleton animation)
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* @param {boolean} [absolute=true] - update the bounds size and position in (world) absolute coordinates
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* @returns {Bounds} this shape bounding box Rectangle object
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*/
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updateBounds(absolute = true) {
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if (this.isRenderable) {
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let bounds = this.getBounds();
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let isIdentity = this.autoTransform === true && this.currentTransform.isIdentity();
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bounds.clear();
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if (typeof this.skeleton !== "undefined") {
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let rootBone = this.skeleton.getRootBone();
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let boneOffset = this.boneOffset;
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let boneSize = this.boneSize;
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this.skeleton.getBounds(boneOffset, boneSize, tempArray);
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let minX = boneOffset.x - rootBone.x,
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minY = boneOffset.y - rootBone.y;
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bounds.addFrame(
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minX,
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minY,
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minX + boneSize.x,
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minY + boneSize.y,
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!isIdentity ? this.currentTransform : undefined
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);
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} else {
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bounds.addFrame(
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0,
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0,
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this.width,
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this.height,
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!isIdentity ? this.currentTransform : undefined
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);
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}
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if (absolute === true) {
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var absPos = this.getAbsolutePosition();
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//bounds.translate(absPos.x, absPos.y);
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bounds.centerOn(absPos.x + bounds.centerX, absPos.y + bounds.centerY);
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}
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return bounds;
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} else {
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// manage the case where updateBounds is called
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// before the object being yet properly initialized
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return super.updateBounds(absolute);
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}
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}
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/**
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* update function (automatically called by melonJS).
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* @param {number} dt - time since the last update in milliseconds.
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* @returns {boolean} true if the renderable is dirty
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*/
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update(dt) {
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if (typeof this.skeleton !== "undefined") {
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let rootBone = this.skeleton.getRootBone();
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//let height = this.renderer.getHeight();
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// Update and apply the animation state, update the skeleton's
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this.animationState.update(dt / 1000);
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this.animationState.apply(this.skeleton);
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// update the root bone position
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rootBone.x = this.pos.x;
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rootBone.y = this.pos.y;
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// world transforms
|
|
310
|
-
this.skeleton.updateWorldTransform();
|
|
311
|
-
|
|
312
|
-
// update Bounds
|
|
313
|
-
this.updateBounds();
|
|
314
|
-
|
|
315
|
-
// world transforms
|
|
316
|
-
//this.skeleton.updateWorldTransform();
|
|
317
|
-
}
|
|
318
|
-
return true;
|
|
319
|
-
}
|
|
320
|
-
|
|
321
|
-
|
|
322
|
-
/**
|
|
323
|
-
* draw this spine object
|
|
324
|
-
* @param {CanvasRenderer|WebGLRenderer} renderer - a renderer instance
|
|
325
|
-
* @param {Camera2d} [viewport] - the viewport to (re)draw
|
|
326
|
-
*/
|
|
327
|
-
draw(renderer) {
|
|
328
|
-
this.skeletonRenderer.draw(renderer, this.skeleton);
|
|
329
|
-
}
|
|
330
|
-
|
|
331
|
-
/**
|
|
332
|
-
* Sets the current animation for a track, discarding any queued animations.
|
|
333
|
-
* @param {number} [track_index] - If the formerly current track entry was never applied to a skeleton, it is replaced (not mixed from). In either case trackEnd determines when the track is cleared.
|
|
334
|
-
* @param {number} [index] - the animation index
|
|
335
|
-
* @param {boolean} [loop= false] - If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its duration.
|
|
336
|
-
* @returns {TrackEntry} A track entry to allow further customization of animation playback. References to the track entry must not be kept after the dispose event occurs.
|
|
337
|
-
*/
|
|
338
|
-
setAnimationByIndex(track_index, index, loop = false) {
|
|
339
|
-
if (index < 0 || index >= this.skeleton.data.animations.length) {
|
|
340
|
-
return (console.log("Animation Index not found"));
|
|
341
|
-
} else {
|
|
342
|
-
return this.setAnimation(track_index, this.skeleton.data.animations[index].name, loop);
|
|
343
|
-
}
|
|
344
|
-
}
|
|
345
|
-
|
|
346
|
-
/**
|
|
347
|
-
* Sets the current animation for a track, discarding any queued animations.
|
|
348
|
-
* @param {number} [track_index] - If the formerly current track entry was never applied to a skeleton, it is replaced (not mixed from). In either case trackEnd determines when the track is cleared.
|
|
349
|
-
* @param {string} [name] - the animation name
|
|
350
|
-
* @param {boolean} [loop= false] - If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its duration.
|
|
351
|
-
* @returns {TrackEntry} A track entry to allow further customization of animation playback. References to the track entry must not be kept after the dispose event occurs.
|
|
352
|
-
* @example
|
|
353
|
-
* // set the current animation
|
|
354
|
-
* spineAlien.setAnimation(0, "death", true);
|
|
355
|
-
*/
|
|
356
|
-
setAnimation(track_index, name, loop = false) {
|
|
357
|
-
this.currentTrack = this.animationState.setAnimation(track_index, name, loop);
|
|
358
|
-
return this.currentTrack;
|
|
359
|
-
}
|
|
360
|
-
|
|
361
|
-
/**
|
|
362
|
-
* return true if the given animation name is the current running animation for the current track.
|
|
363
|
-
* @name isCurrentAnimation
|
|
364
|
-
* @param {string} name - animation name
|
|
365
|
-
* @returns {boolean}
|
|
366
|
-
* @example
|
|
367
|
-
* if (!this.isCurrentAnimation("death")) {
|
|
368
|
-
* // do something funny...
|
|
369
|
-
* }
|
|
370
|
-
*/
|
|
371
|
-
isCurrentAnimation(name) {
|
|
372
|
-
return typeof this.currentTrack !== "undefined" && this.currentTrack.animation.name === name;
|
|
373
|
-
}
|
|
374
|
-
|
|
375
|
-
/**
|
|
376
|
-
* Adds an animation to be played after the current or last queued animation for a track, and sets the track entry's mixDuration.
|
|
377
|
-
* @param {number} [delay=0] - If > 0, sets delay. If <= 0, the delay set is the duration of the previous track entry minus any mix duration plus the specified `delay` (ie the mix ends at (`delay` = 0) or before (`delay` < 0) the previous track entry duration). If the previous entry is looping, its next loop completion is used instead of its duration.
|
|
378
|
-
* @return {TrackEntry} A track entry to allow further customization of animation playback. References to the track entry must not be kept after the dispose} event occurs.
|
|
379
|
-
*/
|
|
380
|
-
addAnimationByIndex(track_index, index, loop = false, delay = 0) {
|
|
381
|
-
if (index < 0 || index >= this.skeleton.data.animations.length) {
|
|
382
|
-
return (console.log("Animation Index not found"));
|
|
383
|
-
} else {
|
|
384
|
-
return this.addAnimation(track_index, this.skeleton.data.animations[index].name, loop, delay);
|
|
385
|
-
}
|
|
386
|
-
}
|
|
387
|
-
|
|
388
|
-
addAnimationByName(track_index, animationName, loop = false, delay = 0) {
|
|
389
|
-
this.animationState.addAnimation(track_index, animationName, loop, delay);
|
|
390
|
-
}
|
|
391
|
-
|
|
392
|
-
getSpinePosition() {
|
|
393
|
-
return new Vector2d(this.pos.x, this.pos.y);
|
|
394
|
-
}
|
|
395
|
-
|
|
396
|
-
setSpineSize(width, height) {
|
|
397
|
-
this.width = width;
|
|
398
|
-
this.height = height;
|
|
399
|
-
}
|
|
400
|
-
|
|
401
|
-
getSpineSize() {
|
|
402
|
-
return {
|
|
403
|
-
width: this.width,
|
|
404
|
-
height: this.height
|
|
405
|
-
};
|
|
406
|
-
}
|
|
407
|
-
|
|
408
|
-
/**
|
|
409
|
-
* Set the default mix duration to use when no mix duration has been defined between two animations.
|
|
410
|
-
* @param {number} mixTime
|
|
411
|
-
*/
|
|
412
|
-
setDefaultMixTime(mixTime) {
|
|
413
|
-
this.animationState.data.defaultMix = this.mixTime = mixTime;
|
|
414
|
-
}
|
|
415
|
-
|
|
416
|
-
/**
|
|
417
|
-
* Sets a mix duration by animation name.
|
|
418
|
-
*/
|
|
419
|
-
setTransitionMixTime(firstAnimation, secondAnimation, mixTime) {
|
|
420
|
-
this.animationState.setMix(firstAnimation, secondAnimation, mixTime);
|
|
421
|
-
}
|
|
422
|
-
|
|
423
|
-
/**
|
|
424
|
-
* Sets a skin by name.
|
|
425
|
-
* @param {string} skinName
|
|
426
|
-
* @example
|
|
427
|
-
* // create a new Spine Renderable
|
|
428
|
-
* let spineAlien = new Spine(100, 100, {atlasFile: "mix-and-match-pma.atlas", jsonFile: "mix-and-match-pro.json"});
|
|
429
|
-
*
|
|
430
|
-
* // set default animation
|
|
431
|
-
* spineAlien.setAnimation(0, "dance", true);
|
|
432
|
-
*
|
|
433
|
-
* // set default skin
|
|
434
|
-
* spineAlien.setSkinByName("full-skins/girl");
|
|
435
|
-
*
|
|
436
|
-
* // add it to the game world
|
|
437
|
-
* me.game.world.addChild(spineAlien);
|
|
438
|
-
*/
|
|
439
|
-
setSkinByName(skinName) {
|
|
440
|
-
this.skeleton.setSkinByName(skinName);
|
|
441
|
-
}
|
|
442
|
-
|
|
443
|
-
/**
|
|
444
|
-
* Reset this slot to the setup pose.
|
|
445
|
-
*/
|
|
446
|
-
setToSetupPose() {
|
|
447
|
-
this.skeleton.setToSetupPose();
|
|
448
|
-
// Spine uses Y-up, melonJS uses Y-down
|
|
449
|
-
this.skeleton.getRootBone().scaleY *= -1;
|
|
450
|
-
this.skeleton.updateWorldTransform();
|
|
451
|
-
// reset flip flags
|
|
452
|
-
this.isSpineFlipped.y = false;
|
|
453
|
-
this.isSpineFlipped.x = false;
|
|
454
|
-
// reset reference to current track entry
|
|
455
|
-
this.currentTrack = undefined;
|
|
456
|
-
// mark the object as dirty
|
|
457
|
-
this.isDirty = true;
|
|
458
|
-
}
|
|
459
|
-
}
|