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- <section id="loading-the-spine-assets">
- <h1>Loading the Spine assets<a class="headerlink" href="#loading-the-spine-assets" title="Link to this heading"></a></h1>
- <p>To load a <a class="reference external" href="https://esotericsoftware.com">Spine</a> animation into a <a class="reference external" href="https://phaser.io">Phaser</a> game, you first have to export the animation from the <a class="reference external" href="https://esotericsoftware.com">Spine</a> editor.</p>
- <p>Exporting an animation produces the following assets:</p>
- <ul class="simple">
- <li><p>Skeleton and animation data.</p></li>
- <li><p>Texture atlas with the images of the skeleton.</p></li>
- </ul>
- <p>You can export the skeleton and animation data to a JSON file or a binary file (<code class="docutils literal notranslate"><span class="pre">.skel</span></code>). <a class="reference external" href="https://phasereditor2d.com">Phaser Editor 2D</a> supports both formats. Also, you can export the skeleton images into a texture atlas. It produces a <code class="docutils literal notranslate"><span class="pre">.atlas</span></code> file with the frames info and the <code class="docutils literal notranslate"><span class="pre">.png</span></code> images.</p>
- <p><a class="reference external" href="https://esotericsoftware.com/spine-phaser#Asset-Management">Learn more about Assets Management in the Spine editor</a></p>
- <p>The common way to import the <a class="reference external" href="https://esotericsoftware.com">Spine</a> assets into a <a class="reference external" href="https://phaser.io">Phaser</a> game is using the <a class="reference external" href="https://phaser.io">Phaser</a> loader methods:</p>
- <ul class="simple">
- <li><p><code class="docutils literal notranslate"><span class="pre">spineBinary(key,</span> <span class="pre">url)</span></code> - Loads <code class="docutils literal notranslate"><span class="pre">.skel</span></code> files containing skeleton and animation data.</p></li>
- <li><p><code class="docutils literal notranslate"><span class="pre">spineJson(key,</span> <span class="pre">url)</span></code> - Loads the <code class="docutils literal notranslate"><span class="pre">.json</span></code> files containing skeleton and animation data.</p></li>
- <li><p><code class="docutils literal notranslate"><span class="pre">spineAtlas(key,</span> <span class="pre">url,</span> <span class="pre">premultipliedAlpha)</span></code> - Loads the texture atlas files.</p></li>
- </ul>
- <p>This is an example:</p>
- <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="nx">preload</span><span class="p">()</span><span class="w"> </span><span class="p">{</span>
- <span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">load</span><span class="p">.</span><span class="nx">spineBinary</span><span class="p">(</span><span class="s2">"skeleton"</span><span class="p">,</span><span class="w"> </span><span class="s2">"path/to/skeleton.skel"</span><span class="p">);</span>
- <span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">load</span><span class="p">.</span><span class="nx">spineAtlas</span><span class="p">(</span><span class="s2">"skeleton-atlas"</span><span class="p">,</span><span class="w"> </span><span class="s2">"path/to/skeleton.atlas"</span><span class="p">);</span>
- <span class="p">}</span>
- </pre></div>
- </div>
- <p>However, <a class="reference external" href="https://phasereditor2d.com">Phaser Editor 2D</a> provides the <a class="reference external" href="../asset-pack-editor/index.html">Asset Pack Editor</a>, which is a visual tool for loading the assets into the <a class="reference external" href="https://phaser.io">Phaser</a> games.</p>
- <p>The workflow for importing the <a class="reference external" href="https://esotericsoftware.com">Spine</a> assets into the Asset Pack file is:</p>
- <ul class="simple">
- <li><p>Export the assets from the <a class="reference external" href="https://esotericsoftware.com">Spine</a> editor into the “assets” folder of the game project:</p></li>
- </ul>
- <blockquote>
- <div><img alt="Copy Spine files into the assets folder of your game." src="../_images/spine-animations-assets-20230923.webp" />
- </div></blockquote>
- <ul class="simple">
- <li><p>In the <a class="reference external" href="../workbench/files-view.html">Files view</a>, select the data <code class="docutils literal notranslate"><span class="pre">.json</span></code> file (or <code class="docutils literal notranslate"><span class="pre">.skel</span></code> if it is exported with the binary format):</p></li>
- </ul>
- <blockquote>
- <div><img alt="Select the data file in the Files view" src="../_images/spine-animations-select-data-file-20230923.webp" />
- </div></blockquote>
- <ul class="simple">
- <li><p>In the <a class="reference external" href="../workbench/inspector-view.html">Inspector view</a>, the <strong>Asset Pack Entry</strong> section shows a button for importing the selected file into an Asset Pack file:</p></li>
- </ul>
- <blockquote>
- <div><img alt="Import the file into an asset pack." src="../_images/spine-animations-import-data-file-20230923.webp" />
- </div></blockquote>
- <ul class="simple">
- <li><p>Do the same process but with the <code class="docutils literal notranslate"><span class="pre">.atlas</span></code> file. Select it in the <a class="reference external" href="../workbench/files-view.html">Files view</a> and add it to an asset pack:</p></li>
- </ul>
- <blockquote>
- <div><img alt="Select the atlas file." src="../_images/spine-animations-select-atlas-file-20230923.webp" />
- <img alt="Add the atlas file to the asset pack." src="../_images/spine-animations-add-atlas-to-pack-20230923.webp" />
- </div></blockquote>
- <ul class="simple">
- <li><p>Open the <code class="docutils literal notranslate"><span class="pre">asset-pack.json</span></code> file in the <a class="reference external" href="../asset-pack-editor/index.html">Asset Pack Editor</a> and check the Spine assets are there:</p></li>
- </ul>
- <blockquote>
- <div><img alt="The spine assets in the Asset Pack editor." src="../_images/spine-animations-asset-pack-20230923.webp" />
- </div></blockquote>
- <p>If everything is well, you will find both the data file and the atlas file in the pack editor. If you select the data file entry, the <a class="reference external" href="../workbench/inspector-view.html">Inspector view</a> shows the info and the animation preview. You can click on the <strong>Preview Animations</strong> button. It opens a dialog where you can play the animations. We talk more about this dialog later.</p>
- <img alt="Preview button." src="../_images/spine-animations-asset-preview-button-20230923.webp" />
- <img alt="Preview dialog." src="../_images/spine-animations-asset-preview-dialog-20230923.webp" />
- <section id="spine-assets-default-naming-rules">
- <h2>Spine assets default naming rules<a class="headerlink" href="#spine-assets-default-naming-rules" title="Link to this heading"></a></h2>
- <p><strong>Important</strong> The <a class="reference external" href="https://esotericsoftware.com/spine-phaser">Spine Phaser runtime</a> allows using a different atlas for the same skeleton. For previewing a skeleton, the editor looks for an atlas asset with the same key but with the <code class="docutils literal notranslate"><span class="pre">-atlas</span></code> suffix. In the above example, the skeleton data has the <code class="docutils literal notranslate"><span class="pre">spineboy</span></code> key, and the atlas asset the <code class="docutils literal notranslate"><span class="pre">spineboy-atlas</span></code> key:</p>
- <img alt="Spine data and atlas assets." src="../_images/spine-animations-data-and-atlas-assets-20230923.webp" />
- </section>
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