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@@ -33,55 +33,55 @@
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</center>
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<script>
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- var canvas;
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- var gl;
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- var shader;
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- var batcher;
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- var mvp = new spine.Matrix4();
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- var skeletonRenderer;
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- var assetManager;
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-
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- var debugRenderer;
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- var shapes;
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-
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- var lastFrameTime;
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- var skeletons = {};
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- var format = "JSON";
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- var activeSkeleton = "spineboy";
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- var pow2 = new spine.Pow(2);
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- var swirlEffect = new spine.SwirlEffect(0);
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- var jitterEffect = new spine.JitterEffect(20, 20);
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- var swirlTime = 0;
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+ let canvas;
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+ let ctx;
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+ let shader;
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+ let batcher;
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+ let mvp = new spine.Matrix4();
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+ let skeletonRenderer;
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+ let assetManager;
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+
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+ let debugRenderer;
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+ let shapes;
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+
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+ let lastFrameTime;
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+ let skeletons = {};
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+ let format = "JSON";
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+ let activeSkeleton = "spineboy";
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+ let pow2 = new spine.Pow(2);
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+ let swirlEffect = new spine.SwirlEffect(0);
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+ let jitterEffect = new spine.JitterEffect(20, 20);
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+ let swirlTime = 0;
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function init() {
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- // Setup canvas and WebGL context. We pass alpha: false to canvas.getContext() so we don't use premultiplied alpha when
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- // loading textures. That is handled separately by PolygonBatcher.
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+ // Create the managed WebGL context. Managed contexts will restore resources like shaders
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+ // and buffers automatically if the WebGL context is lost.
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canvas = document.getElementById("canvas");
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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- var config = { alpha: false };
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- gl = canvas.getContext("webgl", config) || canvas.getContext("experimental-webgl", config);
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- if (!gl) {
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+ let config = { alpha: false };
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+ ctx = new spine.ManagedWebGLRenderingContext(canvas, config);
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+ if (!ctx.gl) {
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alert('WebGL is unavailable.');
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return;
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}
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// Create a simple shader, mesh, model-view-projection matrix, SkeletonRenderer, and AssetManager.
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- shader = spine.Shader.newTwoColoredTextured(gl);
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- batcher = new spine.PolygonBatcher(gl);
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+ shader = spine.Shader.newTwoColoredTextured(ctx);
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+ batcher = new spine.PolygonBatcher(ctx);
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mvp.ortho2d(0, 0, canvas.width - 1, canvas.height - 1);
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- skeletonRenderer = new spine.SkeletonRenderer(gl);
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- assetManager = new spine.AssetManager(gl, "assets/");
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+ skeletonRenderer = new spine.SkeletonRenderer(ctx);
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+ assetManager = new spine.AssetManager(ctx, "assets/");
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// Create a debug renderer and the ShapeRenderer it needs to render lines.
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- debugRenderer = new spine.SkeletonDebugRenderer(gl);
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+ debugRenderer = new spine.SkeletonDebugRenderer(ctx);
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debugRenderer.drawRegionAttachments = true;
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debugRenderer.drawBoundingBoxes = true;
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debugRenderer.drawMeshHull = true;
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debugRenderer.drawMeshTriangles = true;
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debugRenderer.drawPaths = true;
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- debugShader = spine.Shader.newColored(gl);
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- shapes = new spine.ShapeRenderer(gl);
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+ debugShader = spine.Shader.newColored(ctx);
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+ shapes = new spine.ShapeRenderer(ctx);
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// Tell AssetManager to load the resources for each skeleton, including the exported data file, the .atlas file and the .png
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// file for the atlas. We then wait until all resources are loaded in the load() method.
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@@ -160,30 +160,30 @@
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if (skin === undefined) skin = "default";
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// Load the texture atlas using name.atlas from the AssetManager.
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- var atlas = assetManager.require(name.replace(/(?:-ess|-pro)\.(skel|json)/, "") + (premultipliedAlpha ? "-pma" : "") + ".atlas");
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+ let atlas = assetManager.require(name.replace(/(?:-ess|-pro)\.(skel|json)/, "") + (premultipliedAlpha ? "-pma" : "") + ".atlas");
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// Create an AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
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- var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
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+ let atlasLoader = new spine.AtlasAttachmentLoader(atlas);
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// Create a skeleton loader instance for parsing the skeleton data file.
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- var skeletonLoader = name.endsWith(".skel") ? new spine.SkeletonBinary(atlasLoader) : new spine.SkeletonJson(atlasLoader);
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+ let skeletonLoader = name.endsWith(".skel") ? new spine.SkeletonBinary(atlasLoader) : new spine.SkeletonJson(atlasLoader);
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// Set the scale to apply during parsing, parse the file, and create a new skeleton.
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skeletonLoader.scale = 1;
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- var skeletonData = skeletonLoader.readSkeletonData(assetManager.require(name));
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- var skeleton = new spine.Skeleton(skeletonData);
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+ let skeletonData = skeletonLoader.readSkeletonData(assetManager.require(name));
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+ let skeleton = new spine.Skeleton(skeletonData);
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skeleton.setSkinByName(skin);
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- var bounds = calculateSetupPoseBounds(skeleton);
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+ let bounds = calculateSetupPoseBounds(skeleton);
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// Create an AnimationState, and set the initial animation in looping mode.
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- var animationStateData = new spine.AnimationStateData(skeleton.data);
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- var animationState = new spine.AnimationState(animationStateData);
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+ let animationStateData = new spine.AnimationStateData(skeleton.data);
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+ let animationState = new spine.AnimationState(animationStateData);
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if (name == "spineboy-pro.skel" || name == "spineboy-pro.json") {
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animationStateData.setMix("walk", "run", 1.5)
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animationStateData.setMix("run", "jump", 0.2)
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animationStateData.setMix("jump", "run", 0.4);
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animationState.setEmptyAnimation(0, 0);
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- var entry = animationState.addAnimation(0, "walk", true, 0);
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+ let entry = animationState.addAnimation(0, "walk", true, 0);
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entry.mixDuration = 1;
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animationState.addAnimation(0, "run", true, 1.5);
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animationState.addAnimation(0, "jump", false, 2);
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@@ -225,70 +225,70 @@
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function calculateSetupPoseBounds(skeleton) {
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skeleton.setToSetupPose();
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skeleton.updateWorldTransform();
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- var offset = new spine.Vector2();
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- var size = new spine.Vector2();
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+ let offset = new spine.Vector2();
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+ let size = new spine.Vector2();
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skeleton.getBounds(offset, size, []);
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return { offset: offset, size: size };
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}
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function setupUI() {
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- var formatList = $("#formatList");
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+ let formatList = $("#formatList");
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formatList.append($("<option>Binary</option>"));
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formatList.append($("<option>JSON</option>"));
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- var skeletonList = $("#skeletonList");
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- for (var skeletonName in skeletons) {
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- var option = $("<option></option>");
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+ let skeletonList = $("#skeletonList");
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+ for (let skeletonName in skeletons) {
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+ let option = $("<option></option>");
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option.attr("value", skeletonName).text(skeletonName);
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if (skeletonName === activeSkeleton) option.attr("selected", "selected");
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skeletonList.append(option);
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}
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- var effectList = $("#effectList");
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- var effects = ["None", "Swirl", "Jitter"];
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- for (var effect in effects) {
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- var effectName = effects[effect];
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- var option = $("<option></option>");
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+ let effectList = $("#effectList");
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+ let effects = ["None", "Swirl", "Jitter"];
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+ for (let effect in effects) {
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+ let effectName = effects[effect];
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+ let option = $("<option></option>");
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option.attr("value", effectName).text(effectName);
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effectList.append(option);
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}
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- var setupAnimationUI = function () {
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- var animationList = $("#animationList");
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+ let setupAnimationUI = function () {
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+ let animationList = $("#animationList");
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animationList.empty();
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- var skeleton = skeletons[activeSkeleton][format].skeleton;
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- var state = skeletons[activeSkeleton][format].state;
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- var activeAnimation = state.tracks[0].animation.name;
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- for (var i = 0; i < skeleton.data.animations.length; i++) {
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- var name = skeleton.data.animations[i].name;
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- var option = $("<option></option>");
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+ let skeleton = skeletons[activeSkeleton][format].skeleton;
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+ let state = skeletons[activeSkeleton][format].state;
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+ let activeAnimation = state.tracks[0].animation.name;
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+ for (let i = 0; i < skeleton.data.animations.length; i++) {
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+ let name = skeleton.data.animations[i].name;
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+ let option = $("<option></option>");
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option.attr("value", name).text(name);
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if (name === activeAnimation) option.attr("selected", "selected");
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animationList.append(option);
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}
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animationList.change(function () {
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- var state = skeletons[activeSkeleton][format].state;
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- var skeleton = skeletons[activeSkeleton][format].skeleton;
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- var animationName = $("#animationList option:selected").text();
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+ let state = skeletons[activeSkeleton][format].state;
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+ let skeleton = skeletons[activeSkeleton][format].skeleton;
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+ let animationName = $("#animationList option:selected").text();
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skeleton.setToSetupPose();
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state.setAnimation(0, animationName, true);
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})
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}
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- var setupSkinUI = function () {
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- var skinList = $("#skinList");
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+ let setupSkinUI = function () {
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+ let skinList = $("#skinList");
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skinList.empty();
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- var skeleton = skeletons[activeSkeleton][format].skeleton;
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- var activeSkin = skeleton.skin == null ? "default" : skeleton.skin.name;
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- for (var i = 0; i < skeleton.data.skins.length; i++) {
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- var name = skeleton.data.skins[i].name;
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- var option = $("<option></option>");
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+ let skeleton = skeletons[activeSkeleton][format].skeleton;
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+ let activeSkin = skeleton.skin == null ? "default" : skeleton.skin.name;
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+ for (let i = 0; i < skeleton.data.skins.length; i++) {
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+ let name = skeleton.data.skins[i].name;
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+ let option = $("<option></option>");
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option.attr("value", name).text(name);
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if (name === activeSkin) option.attr("selected", "selected");
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skinList.append(option);
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}
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skinList.change(function () {
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- var skeleton = skeletons[activeSkeleton][format].skeleton;
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- var skinName = $("#skinList option:selected").text();
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+ let skeleton = skeletons[activeSkeleton][format].skeleton;
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+ let skinName = $("#skinList option:selected").text();
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skeleton.setSkinByName(skinName);
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skeleton.setSlotsToSetupPose();
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})
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@@ -311,8 +311,9 @@
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}
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function render() {
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- var now = Date.now() / 1000;
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- var delta = now - lastFrameTime;
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+ let gl = ctx.gl;
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+ let now = Date.now() / 1000;
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+ let delta = now - lastFrameTime;
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lastFrameTime = now;
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// Update the MVP matrix to adjust for canvas size changes
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@@ -322,10 +323,10 @@
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Apply the animation state based on the delta time.
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- var skeleton = skeletons[activeSkeleton][format].skeleton;
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- var state = skeletons[activeSkeleton][format].state;
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- var bounds = skeletons[activeSkeleton][format].bounds;
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- var premultipliedAlpha = skeletons[activeSkeleton][format].premultipliedAlpha;
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+ let skeleton = skeletons[activeSkeleton][format].skeleton;
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+ let state = skeletons[activeSkeleton][format].state;
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+ let bounds = skeletons[activeSkeleton][format].bounds;
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+ let premultipliedAlpha = skeletons[activeSkeleton][format].premultipliedAlpha;
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state.update(delta);
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state.apply(skeleton);
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skeleton.updateWorldTransform();
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@@ -338,12 +339,12 @@
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// Start the batch and tell the SkeletonRenderer to render the active skeleton.
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batcher.begin(shader);
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- var effect = $("#effectList option:selected").text();
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+ let effect = $("#effectList option:selected").text();
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if (effect == "None") {
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skeletonRenderer.vertexEffect = null;
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} else if (effect == "Swirl") {
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swirlTime += delta;
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- var percent = swirlTime % 2;
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+ let percent = swirlTime % 2;
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if (percent > 1) percent = 1 - (percent - 1);
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swirlEffect.angle = pow2.apply(-60, 60, percent);
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swirlEffect.centerX = bounds.offset.x + bounds.size.x / 2;
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@@ -360,7 +361,7 @@
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shader.unbind();
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// Draw debug information.
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- var debug = $('#debug').is(':checked');
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+ let debug = $('#debug').is(':checked');
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if (debug) {
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debugShader.bind();
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debugShader.setUniform4x4f(spine.Shader.MVP_MATRIX, mvp.values);
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@@ -375,26 +376,26 @@
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}
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function resize() {
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- var w = canvas.clientWidth;
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- var h = canvas.clientHeight;
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+ let w = canvas.clientWidth;
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+ let h = canvas.clientHeight;
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if (canvas.width != w || canvas.height != h) {
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canvas.width = w;
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canvas.height = h;
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}
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// Calculations to center the skeleton in the canvas.
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- var bounds = skeletons[activeSkeleton][format].bounds;
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- var centerX = bounds.offset.x + bounds.size.x / 2;
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- var centerY = bounds.offset.y + bounds.size.y / 2;
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- var scaleX = bounds.size.x / canvas.width;
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- var scaleY = bounds.size.y / canvas.height;
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- var scale = Math.max(scaleX, scaleY) * 2;
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+ let bounds = skeletons[activeSkeleton][format].bounds;
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+ let centerX = bounds.offset.x + bounds.size.x / 2;
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+ let centerY = bounds.offset.y + bounds.size.y / 2;
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+ let scaleX = bounds.size.x / canvas.width;
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+ let scaleY = bounds.size.y / canvas.height;
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+ let scale = Math.max(scaleX, scaleY) * 2;
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if (scale < 1) scale = 1;
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- var width = canvas.width * scale;
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- var height = canvas.height * scale;
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+ let width = canvas.width * scale;
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+ let height = canvas.height * scale;
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mvp.ortho2d(centerX - width / 2, centerY - height / 2, width, height);
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- gl.viewport(0, 0, canvas.width, canvas.height);
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+ ctx.gl.viewport(0, 0, canvas.width, canvas.height);
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}
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init();
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