badlogic 8 жил өмнө
parent
commit
297362f246

+ 2 - 10
spine-ts/webgl/demos/imagechanges.js

@@ -99,17 +99,11 @@ var imageChangesDemo = function(loadingComplete, bgColor) {
 		var state = new spine.AnimationState(new spine.AnimationStateData(skeletonData));
 		var anim = skeletonData.findAnimation(animation);
 		state.setAnimation(0, animation, true);
-		if (name === "alien") {
-			state.update(anim.duration / 1.4);
-		}
 		state.apply(skeleton);
 		skeleton.updateWorldTransform();
 		var offset = new spine.Vector2();
 		var size = new spine.Vector2();
 		skeleton.getBounds(offset, size, []);
-		if (name === "alien") {
-			state.update(-anim.duration / 1.4);
-		}
 
 		var regions = [];
 		for(var i = 0; i < sequenceSlots.length; i++) {
@@ -146,10 +140,8 @@ var imageChangesDemo = function(loadingComplete, bgColor) {
 
 		var x = offset.x + size.x + 100, offsetY = offset.y;
 		if (activeSkeleton === "Alien") {
-			skeleton.x = -400;
-			renderer.camera.position.x = offset.x + size.x - 100;
-			renderer.camera.position.y = offset.y + size.y / 2 + 100;
-			offsetY += 125;
+			renderer.camera.position.x = offset.x + size.x;
+			renderer.camera.position.y = offset.y + size.y / 2;
 		} else {
 			renderer.camera.position.x = offset.x + size.x;
 			renderer.camera.position.y = offset.y + size.y / 2;

+ 0 - 1
spine-ts/webgl/demos/skins.js

@@ -208,7 +208,6 @@ var skinsDemo = function(loadingComplete, bgColor) {
 
 		state.update(delta);
 		state.apply(skeleton);
-		skeleton.y = -150;
 		skeleton.updateWorldTransform();
 
 		renderer.begin();

+ 2 - 2
spine-ts/webgl/demos/transforms.js

@@ -60,8 +60,8 @@ var transformsDemo = function(loadingComplete, bgColor) {
 			skeleton.updateWorldTransform();
 			rotateHandle = skeleton.findBone("rotate-handle");
 
-			renderer.camera.position.x = offset.x + bounds.x / 2 + 70;
-			renderer.camera.position.y = offset.y + bounds.y / 2 + 50;
+			renderer.camera.position.x = offset.x + bounds.x / 2;
+			renderer.camera.position.y = offset.y + bounds.y / 2;
 
 			renderer.skeletonDebugRenderer.drawRegionAttachments = false;
 			renderer.skeletonDebugRenderer.drawMeshHull = false;