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@@ -2,390 +2,404 @@
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<script src="../../build/spine-webgl.js"></script>
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<script src="../../build/spine-webgl.js"></script>
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<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
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<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
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<style>
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<style>
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-* { margin: 0; padding: 0; }
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-body, html { height: 100% }
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-canvas { position: absolute; width: 100% ;height: 100%; }
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-</style>
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-<body>
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-<canvas id="canvas"></canvas>
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-<center>
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-<div style="color: #fff; position: fixed; top: 0; width: 100%">
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-<span>Format:</span><select id="formatList"></select>
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-<span>Skeleton:</span><select id="skeletonList"></select>
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-<span>Animation:</span><select id="animationList"></select>
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-<span>Skin:</span><select id="skinList"></select>
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-<span>Vertex Effect:</span><select id="effectList"></select>
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-<span>Debug:</span><input type="checkbox" id="debug">
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-</div>
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-</center>
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-<script>
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-
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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.webgl.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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-
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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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- 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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- alert('WebGL is unavailable.');
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- return;
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+ * {
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+ margin: 0;
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+ padding: 0;
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}
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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.webgl.Shader.newTwoColoredTextured(gl);
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- batcher = new spine.webgl.PolygonBatcher(gl);
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- mvp.ortho2d(0, 0, canvas.width - 1, canvas.height - 1);
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- skeletonRenderer = new spine.webgl.SkeletonRenderer(gl);
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- assetManager = new spine.webgl.AssetManager(gl, "assets/");
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-
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- // Create a debug renderer and the ShapeRenderer it needs to render lines.
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- debugRenderer = new spine.webgl.SkeletonDebugRenderer(gl);
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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.webgl.Shader.newColored(gl);
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- shapes = new spine.webgl.ShapeRenderer(gl);
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-
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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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- assetManager.loadBinary("spineboy-pro.skel");
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- assetManager.loadText("spineboy-pro.json");
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- assetManager.loadTextureAtlas("spineboy-pma.atlas");
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- assetManager.loadBinary("raptor-pro.skel");
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- assetManager.loadText("raptor-pro.json");
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- assetManager.loadTextureAtlas("raptor-pma.atlas");
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- assetManager.loadBinary("tank-pro.skel");
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- assetManager.loadText("tank-pro.json");
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- assetManager.loadTextureAtlas("tank-pma.atlas");
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- assetManager.loadBinary("goblins-pro.skel");
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- assetManager.loadText("goblins-pro.json");
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- assetManager.loadTextureAtlas("goblins-pma.atlas");
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- assetManager.loadBinary("vine-pro.skel");
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- assetManager.loadText("vine-pro.json");
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- assetManager.loadTextureAtlas("vine-pma.atlas");
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- assetManager.loadBinary("stretchyman-pro.skel");
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- assetManager.loadText("stretchyman-pro.json");
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- assetManager.loadTextureAtlas("stretchyman-pma.atlas");
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- assetManager.loadBinary("coin-pro.skel");
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- assetManager.loadText("coin-pro.json");
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- assetManager.loadTextureAtlas("coin-pma.atlas");
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- assetManager.loadBinary("mix-and-match-pro.skel");
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- assetManager.loadText("mix-and-match-pro.json");
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- assetManager.loadTextureAtlas("mix-and-match-pma.atlas");
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- requestAnimationFrame(load);
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-}
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-
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-function load () {
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- // Wait until the AssetManager has loaded all resources, then load the skeletons.
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- if (assetManager.isLoadingComplete()) {
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- skeletons = {
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- coin: {
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- Binary: loadSkeleton("coin-pro.skel", "animation", true),
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- JSON: loadSkeleton("coin-pro.json", "animation", true)
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- },
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- goblins: {
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- Binary: loadSkeleton("goblins-pro.skel", "walk", true, "goblin"),
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- JSON: loadSkeleton("goblins-pro.json", "walk", true, "goblin")
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- },
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- "mix-and-match-pro": {
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- Binary: loadSkeleton("mix-and-match-pro.skel", "dance", true, "full-skins/girl-blue-cape"),
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- JSON: loadSkeleton("mix-and-match-pro.json", "dance", true, "full-skins/girl-blue-cape")
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- },
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- raptor: {
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- Binary: loadSkeleton("raptor-pro.skel", "walk", true),
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- JSON: loadSkeleton("raptor-pro.json", "walk", true)
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- },
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- spineboy: {
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- Binary: loadSkeleton("spineboy-pro.skel", "run", true),
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- JSON: loadSkeleton("spineboy-pro.json", "run", true)
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- },
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- stretchyman: {
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- Binary: loadSkeleton("stretchyman-pro.skel", "sneak", true),
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- JSON: loadSkeleton("stretchyman-pro.json", "sneak", true)
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- },
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- tank: {
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- Binary: loadSkeleton("tank-pro.skel", "drive", true),
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- JSON: loadSkeleton("tank-pro.json", "drive", true)
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- },
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- vine: {
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- Binary: loadSkeleton("vine-pro.skel", "grow", true),
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- JSON: loadSkeleton("vine-pro.json", "grow", true)
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- }
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- };
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- setupUI();
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- lastFrameTime = Date.now() / 1000;
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- requestAnimationFrame(render); // Loading is done, call render every frame.
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- } else
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- requestAnimationFrame(load);
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-}
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-
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-function loadSkeleton (name, initialAnimation, premultipliedAlpha, skin) {
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- if (skin === undefined) skin = "default";
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-
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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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-
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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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-
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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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-
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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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- skeleton.setSkinByName(skin);
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- var bounds = calculateSetupPoseBounds(skeleton);
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-
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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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- 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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- 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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- animationState.addAnimation(0, "run", true, 0);
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- animationState.addEmptyAnimation(0, 1, 1);
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- entry = animationState.addAnimation(0, "walk", true, 1.5);
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- entry.mixDuration = 1;
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- } else
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- animationState.setAnimation(0, initialAnimation, true);
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-
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- function log (message) {
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- if ($('#debug').is(':checked')) console.log(message);
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- }
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- animationState.addListener({
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- start: function(track) {
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- log("Animation on track " + track.trackIndex + " started");
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- },
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- interrupt: function(track) {
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- log("Animation on track " + track.trackIndex + " interrupted");
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- },
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- end: function(track) {
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- log("Animation on track " + track.trackIndex + " ended");
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- },
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- disposed: function(track) {
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- log("Animation on track " + track.trackIndex + " disposed");
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- },
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- complete: function(track) {
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- log("Animation on track " + track.trackIndex + " completed");
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- },
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- event: function(track, event) {
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- log("Event on track " + track.trackIndex + ": " + JSON.stringify(event));
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- }
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- })
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-
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- // Pack everything up and return to caller.
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- return { skeleton: skeleton, state: animationState, bounds: bounds, premultipliedAlpha: premultipliedAlpha };
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-}
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-
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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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- skeleton.getBounds(offset, size, []);
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- return { offset: offset, size: size };
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-}
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-
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-function setupUI () {
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- var 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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- 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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+ body,
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+ html {
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+ height: 100%
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}
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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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- option.attr("value", effectName).text(effectName);
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- effectList.append(option);
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+
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+ canvas {
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+ position: absolute;
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+ width: 100%;
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+ height: 100%;
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}
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}
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- var setupAnimationUI = function() {
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- var 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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- 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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+</style>
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+
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+<body>
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+ <canvas id="canvas"></canvas>
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+ <center>
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+ <div style="color: #fff; position: fixed; top: 0; width: 100%">
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+ <span>Format:</span><select id="formatList"></select>
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+ <span>Skeleton:</span><select id="skeletonList"></select>
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+ <span>Animation:</span><select id="animationList"></select>
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+ <span>Skin:</span><select id="skinList"></select>
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+ <span>Vertex Effect:</span><select id="effectList"></select>
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+ <span>Debug:</span><input type="checkbox" id="debug">
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+ </div>
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+ </center>
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+ <script>
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+
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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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+
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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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+ 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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+ alert('WebGL is unavailable.');
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+ return;
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+ }
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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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+ 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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+
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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.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;
|
|
|
|
+ debugShader = spine.Shader.newColored(gl);
|
|
|
|
+ shapes = new spine.ShapeRenderer(gl);
|
|
|
|
+
|
|
|
|
+ // Tell AssetManager to load the resources for each skeleton, including the exported data file, the .atlas file and the .png
|
|
|
|
+ // file for the atlas. We then wait until all resources are loaded in the load() method.
|
|
|
|
+ assetManager.loadBinary("spineboy-pro.skel");
|
|
|
|
+ assetManager.loadText("spineboy-pro.json");
|
|
|
|
+ assetManager.loadTextureAtlas("spineboy-pma.atlas");
|
|
|
|
+ assetManager.loadBinary("raptor-pro.skel");
|
|
|
|
+ assetManager.loadText("raptor-pro.json");
|
|
|
|
+ assetManager.loadTextureAtlas("raptor-pma.atlas");
|
|
|
|
+ assetManager.loadBinary("tank-pro.skel");
|
|
|
|
+ assetManager.loadText("tank-pro.json");
|
|
|
|
+ assetManager.loadTextureAtlas("tank-pma.atlas");
|
|
|
|
+ assetManager.loadBinary("goblins-pro.skel");
|
|
|
|
+ assetManager.loadText("goblins-pro.json");
|
|
|
|
+ assetManager.loadTextureAtlas("goblins-pma.atlas");
|
|
|
|
+ assetManager.loadBinary("vine-pro.skel");
|
|
|
|
+ assetManager.loadText("vine-pro.json");
|
|
|
|
+ assetManager.loadTextureAtlas("vine-pma.atlas");
|
|
|
|
+ assetManager.loadBinary("stretchyman-pro.skel");
|
|
|
|
+ assetManager.loadText("stretchyman-pro.json");
|
|
|
|
+ assetManager.loadTextureAtlas("stretchyman-pma.atlas");
|
|
|
|
+ assetManager.loadBinary("coin-pro.skel");
|
|
|
|
+ assetManager.loadText("coin-pro.json");
|
|
|
|
+ assetManager.loadTextureAtlas("coin-pma.atlas");
|
|
|
|
+ assetManager.loadBinary("mix-and-match-pro.skel");
|
|
|
|
+ assetManager.loadText("mix-and-match-pro.json");
|
|
|
|
+ assetManager.loadTextureAtlas("mix-and-match-pma.atlas");
|
|
|
|
+ requestAnimationFrame(load);
|
|
}
|
|
}
|
|
|
|
|
|
- animationList.change(function() {
|
|
|
|
- var state = skeletons[activeSkeleton][format].state;
|
|
|
|
- var skeleton = skeletons[activeSkeleton][format].skeleton;
|
|
|
|
- var animationName = $("#animationList option:selected").text();
|
|
|
|
|
|
+ function load() {
|
|
|
|
+ // Wait until the AssetManager has loaded all resources, then load the skeletons.
|
|
|
|
+ if (assetManager.isLoadingComplete()) {
|
|
|
|
+ skeletons = {
|
|
|
|
+ coin: {
|
|
|
|
+ Binary: loadSkeleton("coin-pro.skel", "animation", true),
|
|
|
|
+ JSON: loadSkeleton("coin-pro.json", "animation", true)
|
|
|
|
+ },
|
|
|
|
+ goblins: {
|
|
|
|
+ Binary: loadSkeleton("goblins-pro.skel", "walk", true, "goblin"),
|
|
|
|
+ JSON: loadSkeleton("goblins-pro.json", "walk", true, "goblin")
|
|
|
|
+ },
|
|
|
|
+ "mix-and-match-pro": {
|
|
|
|
+ Binary: loadSkeleton("mix-and-match-pro.skel", "dance", true, "full-skins/girl-blue-cape"),
|
|
|
|
+ JSON: loadSkeleton("mix-and-match-pro.json", "dance", true, "full-skins/girl-blue-cape")
|
|
|
|
+ },
|
|
|
|
+ raptor: {
|
|
|
|
+ Binary: loadSkeleton("raptor-pro.skel", "walk", true),
|
|
|
|
+ JSON: loadSkeleton("raptor-pro.json", "walk", true)
|
|
|
|
+ },
|
|
|
|
+ spineboy: {
|
|
|
|
+ Binary: loadSkeleton("spineboy-pro.skel", "run", true),
|
|
|
|
+ JSON: loadSkeleton("spineboy-pro.json", "run", true)
|
|
|
|
+ },
|
|
|
|
+ stretchyman: {
|
|
|
|
+ Binary: loadSkeleton("stretchyman-pro.skel", "sneak", true),
|
|
|
|
+ JSON: loadSkeleton("stretchyman-pro.json", "sneak", true)
|
|
|
|
+ },
|
|
|
|
+ tank: {
|
|
|
|
+ Binary: loadSkeleton("tank-pro.skel", "drive", true),
|
|
|
|
+ JSON: loadSkeleton("tank-pro.json", "drive", true)
|
|
|
|
+ },
|
|
|
|
+ vine: {
|
|
|
|
+ Binary: loadSkeleton("vine-pro.skel", "grow", true),
|
|
|
|
+ JSON: loadSkeleton("vine-pro.json", "grow", true)
|
|
|
|
+ }
|
|
|
|
+ };
|
|
|
|
+ setupUI();
|
|
|
|
+ lastFrameTime = Date.now() / 1000;
|
|
|
|
+ requestAnimationFrame(render); // Loading is done, call render every frame.
|
|
|
|
+ } else
|
|
|
|
+ requestAnimationFrame(load);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function loadSkeleton(name, initialAnimation, premultipliedAlpha, skin) {
|
|
|
|
+ if (skin === undefined) skin = "default";
|
|
|
|
+
|
|
|
|
+ // Load the texture atlas using name.atlas from the AssetManager.
|
|
|
|
+ var atlas = assetManager.require(name.replace(/(?:-ess|-pro)\.(skel|json)/, "") + (premultipliedAlpha ? "-pma" : "") + ".atlas");
|
|
|
|
+
|
|
|
|
+ // Create an AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
|
|
|
|
+ var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
|
|
|
|
+
|
|
|
|
+ // Create a skeleton loader instance for parsing the skeleton data file.
|
|
|
|
+ var skeletonLoader = name.endsWith(".skel") ? new spine.SkeletonBinary(atlasLoader) : new spine.SkeletonJson(atlasLoader);
|
|
|
|
+
|
|
|
|
+ // Set the scale to apply during parsing, parse the file, and create a new skeleton.
|
|
|
|
+ skeletonLoader.scale = 1;
|
|
|
|
+ var skeletonData = skeletonLoader.readSkeletonData(assetManager.require(name));
|
|
|
|
+ var skeleton = new spine.Skeleton(skeletonData);
|
|
|
|
+ skeleton.setSkinByName(skin);
|
|
|
|
+ var bounds = calculateSetupPoseBounds(skeleton);
|
|
|
|
+
|
|
|
|
+ // Create an AnimationState, and set the initial animation in looping mode.
|
|
|
|
+ var animationStateData = new spine.AnimationStateData(skeleton.data);
|
|
|
|
+ var animationState = new spine.AnimationState(animationStateData);
|
|
|
|
+ if (name == "spineboy-pro.skel" || name == "spineboy-pro.json") {
|
|
|
|
+ animationStateData.setMix("walk", "run", 1.5)
|
|
|
|
+ animationStateData.setMix("run", "jump", 0.2)
|
|
|
|
+ animationStateData.setMix("jump", "run", 0.4);
|
|
|
|
+ animationState.setEmptyAnimation(0, 0);
|
|
|
|
+ var entry = animationState.addAnimation(0, "walk", true, 0);
|
|
|
|
+ entry.mixDuration = 1;
|
|
|
|
+ animationState.addAnimation(0, "run", true, 1.5);
|
|
|
|
+ animationState.addAnimation(0, "jump", false, 2);
|
|
|
|
+ animationState.addAnimation(0, "run", true, 0);
|
|
|
|
+ animationState.addEmptyAnimation(0, 1, 1);
|
|
|
|
+ entry = animationState.addAnimation(0, "walk", true, 1.5);
|
|
|
|
+ entry.mixDuration = 1;
|
|
|
|
+ } else
|
|
|
|
+ animationState.setAnimation(0, initialAnimation, true);
|
|
|
|
+
|
|
|
|
+ function log(message) {
|
|
|
|
+ if ($('#debug').is(':checked')) console.log(message);
|
|
|
|
+ }
|
|
|
|
+ animationState.addListener({
|
|
|
|
+ start: function (track) {
|
|
|
|
+ log("Animation on track " + track.trackIndex + " started");
|
|
|
|
+ },
|
|
|
|
+ interrupt: function (track) {
|
|
|
|
+ log("Animation on track " + track.trackIndex + " interrupted");
|
|
|
|
+ },
|
|
|
|
+ end: function (track) {
|
|
|
|
+ log("Animation on track " + track.trackIndex + " ended");
|
|
|
|
+ },
|
|
|
|
+ disposed: function (track) {
|
|
|
|
+ log("Animation on track " + track.trackIndex + " disposed");
|
|
|
|
+ },
|
|
|
|
+ complete: function (track) {
|
|
|
|
+ log("Animation on track " + track.trackIndex + " completed");
|
|
|
|
+ },
|
|
|
|
+ event: function (track, event) {
|
|
|
|
+ log("Event on track " + track.trackIndex + ": " + JSON.stringify(event));
|
|
|
|
+ }
|
|
|
|
+ })
|
|
|
|
+
|
|
|
|
+ // Pack everything up and return to caller.
|
|
|
|
+ return { skeleton: skeleton, state: animationState, bounds: bounds, premultipliedAlpha: premultipliedAlpha };
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function calculateSetupPoseBounds(skeleton) {
|
|
skeleton.setToSetupPose();
|
|
skeleton.setToSetupPose();
|
|
- state.setAnimation(0, animationName, true);
|
|
|
|
- })
|
|
|
|
- }
|
|
|
|
|
|
+ skeleton.updateWorldTransform();
|
|
|
|
+ var offset = new spine.Vector2();
|
|
|
|
+ var size = new spine.Vector2();
|
|
|
|
+ skeleton.getBounds(offset, size, []);
|
|
|
|
+ return { offset: offset, size: size };
|
|
|
|
+ }
|
|
|
|
|
|
- var setupSkinUI = function() {
|
|
|
|
- var skinList = $("#skinList");
|
|
|
|
- skinList.empty();
|
|
|
|
- var skeleton = skeletons[activeSkeleton][format].skeleton;
|
|
|
|
- var activeSkin = skeleton.skin == null ? "default" : skeleton.skin.name;
|
|
|
|
- for (var i = 0; i < skeleton.data.skins.length; i++) {
|
|
|
|
- var name = skeleton.data.skins[i].name;
|
|
|
|
- var option = $("<option></option>");
|
|
|
|
- option.attr("value", name).text(name);
|
|
|
|
- if (name === activeSkin) option.attr("selected", "selected");
|
|
|
|
- skinList.append(option);
|
|
|
|
|
|
+ function setupUI() {
|
|
|
|
+ var formatList = $("#formatList");
|
|
|
|
+ formatList.append($("<option>Binary</option>"));
|
|
|
|
+ formatList.append($("<option>JSON</option>"));
|
|
|
|
+ var skeletonList = $("#skeletonList");
|
|
|
|
+ for (var skeletonName in skeletons) {
|
|
|
|
+ var option = $("<option></option>");
|
|
|
|
+ option.attr("value", skeletonName).text(skeletonName);
|
|
|
|
+ if (skeletonName === activeSkeleton) option.attr("selected", "selected");
|
|
|
|
+ skeletonList.append(option);
|
|
|
|
+ }
|
|
|
|
+ var effectList = $("#effectList");
|
|
|
|
+ var effects = ["None", "Swirl", "Jitter"];
|
|
|
|
+ for (var effect in effects) {
|
|
|
|
+ var effectName = effects[effect];
|
|
|
|
+ var option = $("<option></option>");
|
|
|
|
+ option.attr("value", effectName).text(effectName);
|
|
|
|
+ effectList.append(option);
|
|
|
|
+ }
|
|
|
|
+ var setupAnimationUI = function () {
|
|
|
|
+ var animationList = $("#animationList");
|
|
|
|
+ animationList.empty();
|
|
|
|
+ var skeleton = skeletons[activeSkeleton][format].skeleton;
|
|
|
|
+ var state = skeletons[activeSkeleton][format].state;
|
|
|
|
+ var activeAnimation = state.tracks[0].animation.name;
|
|
|
|
+ for (var i = 0; i < skeleton.data.animations.length; i++) {
|
|
|
|
+ var name = skeleton.data.animations[i].name;
|
|
|
|
+ var option = $("<option></option>");
|
|
|
|
+ option.attr("value", name).text(name);
|
|
|
|
+ if (name === activeAnimation) option.attr("selected", "selected");
|
|
|
|
+ animationList.append(option);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ animationList.change(function () {
|
|
|
|
+ var state = skeletons[activeSkeleton][format].state;
|
|
|
|
+ var skeleton = skeletons[activeSkeleton][format].skeleton;
|
|
|
|
+ var animationName = $("#animationList option:selected").text();
|
|
|
|
+ skeleton.setToSetupPose();
|
|
|
|
+ state.setAnimation(0, animationName, true);
|
|
|
|
+ })
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ var setupSkinUI = function () {
|
|
|
|
+ var skinList = $("#skinList");
|
|
|
|
+ skinList.empty();
|
|
|
|
+ var skeleton = skeletons[activeSkeleton][format].skeleton;
|
|
|
|
+ var activeSkin = skeleton.skin == null ? "default" : skeleton.skin.name;
|
|
|
|
+ for (var i = 0; i < skeleton.data.skins.length; i++) {
|
|
|
|
+ var name = skeleton.data.skins[i].name;
|
|
|
|
+ var option = $("<option></option>");
|
|
|
|
+ option.attr("value", name).text(name);
|
|
|
|
+ if (name === activeSkin) option.attr("selected", "selected");
|
|
|
|
+ skinList.append(option);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ skinList.change(function () {
|
|
|
|
+ var skeleton = skeletons[activeSkeleton][format].skeleton;
|
|
|
|
+ var skinName = $("#skinList option:selected").text();
|
|
|
|
+ skeleton.setSkinByName(skinName);
|
|
|
|
+ skeleton.setSlotsToSetupPose();
|
|
|
|
+ })
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ skeletonList.change(function () {
|
|
|
|
+ activeSkeleton = $("#skeletonList option:selected").text();
|
|
|
|
+ setupAnimationUI();
|
|
|
|
+ setupSkinUI();
|
|
|
|
+ })
|
|
|
|
+
|
|
|
|
+ formatList.change(function () {
|
|
|
|
+ format = $("#formatList option:selected").text();
|
|
|
|
+ setupAnimationUI();
|
|
|
|
+ setupSkinUI();
|
|
|
|
+ })
|
|
|
|
+
|
|
|
|
+ setupAnimationUI();
|
|
|
|
+ setupSkinUI();
|
|
}
|
|
}
|
|
|
|
|
|
- skinList.change(function() {
|
|
|
|
- var skeleton = skeletons[activeSkeleton][format].skeleton;
|
|
|
|
- var skinName = $("#skinList option:selected").text();
|
|
|
|
- skeleton.setSkinByName(skinName);
|
|
|
|
- skeleton.setSlotsToSetupPose();
|
|
|
|
- })
|
|
|
|
- }
|
|
|
|
|
|
+ function render() {
|
|
|
|
+ var now = Date.now() / 1000;
|
|
|
|
+ var delta = now - lastFrameTime;
|
|
|
|
+ lastFrameTime = now;
|
|
|
|
|
|
- skeletonList.change(function() {
|
|
|
|
- activeSkeleton = $("#skeletonList option:selected").text();
|
|
|
|
- setupAnimationUI();
|
|
|
|
- setupSkinUI();
|
|
|
|
- })
|
|
|
|
-
|
|
|
|
- formatList.change(function() {
|
|
|
|
- format = $("#formatList option:selected").text();
|
|
|
|
- setupAnimationUI();
|
|
|
|
- setupSkinUI();
|
|
|
|
- })
|
|
|
|
-
|
|
|
|
- setupAnimationUI();
|
|
|
|
- setupSkinUI();
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-function render () {
|
|
|
|
- var now = Date.now() / 1000;
|
|
|
|
- var delta = now - lastFrameTime;
|
|
|
|
- lastFrameTime = now;
|
|
|
|
-
|
|
|
|
- // Update the MVP matrix to adjust for canvas size changes
|
|
|
|
- resize();
|
|
|
|
-
|
|
|
|
- gl.clearColor(0.3, 0.3, 0.3, 1);
|
|
|
|
- gl.clear(gl.COLOR_BUFFER_BIT);
|
|
|
|
-
|
|
|
|
- // Apply the animation state based on the delta time.
|
|
|
|
- var skeleton = skeletons[activeSkeleton][format].skeleton;
|
|
|
|
- var state = skeletons[activeSkeleton][format].state;
|
|
|
|
- var bounds = skeletons[activeSkeleton][format].bounds;
|
|
|
|
- var premultipliedAlpha = skeletons[activeSkeleton][format].premultipliedAlpha;
|
|
|
|
- state.update(delta);
|
|
|
|
- state.apply(skeleton);
|
|
|
|
- skeleton.updateWorldTransform();
|
|
|
|
-
|
|
|
|
- // Bind the shader and set the texture and model-view-projection matrix.
|
|
|
|
- shader.bind();
|
|
|
|
- shader.setUniformi(spine.webgl.Shader.SAMPLER, 0);
|
|
|
|
- shader.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, mvp.values);
|
|
|
|
-
|
|
|
|
- // Start the batch and tell the SkeletonRenderer to render the active skeleton.
|
|
|
|
- batcher.begin(shader);
|
|
|
|
-
|
|
|
|
- var effect = $("#effectList option:selected").text();
|
|
|
|
- if (effect == "None") {
|
|
|
|
- skeletonRenderer.vertexEffect = null;
|
|
|
|
- } else if (effect == "Swirl") {
|
|
|
|
- swirlTime += delta;
|
|
|
|
- var percent = swirlTime % 2;
|
|
|
|
- if (percent > 1) percent = 1 - (percent -1 );
|
|
|
|
- swirlEffect.angle = pow2.apply(-60, 60, percent);
|
|
|
|
- swirlEffect.centerX = bounds.offset.x + bounds.size.x / 2;
|
|
|
|
- swirlEffect.centerY = bounds.offset.y + bounds.size.y / 2;
|
|
|
|
- swirlEffect.radius = Math.sqrt(bounds.size.x * bounds.size.x + bounds.size.y * bounds.size.y) * 0.75;
|
|
|
|
- skeletonRenderer.vertexEffect = swirlEffect;
|
|
|
|
- } else if (effect == "Jitter")
|
|
|
|
- skeletonRenderer.vertexEffect = jitterEffect;
|
|
|
|
-
|
|
|
|
- skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
|
|
|
|
- skeletonRenderer.draw(batcher, skeleton);
|
|
|
|
- batcher.end();
|
|
|
|
-
|
|
|
|
- shader.unbind();
|
|
|
|
-
|
|
|
|
- // Draw debug information.
|
|
|
|
- var debug = $('#debug').is(':checked');
|
|
|
|
- if (debug) {
|
|
|
|
- debugShader.bind();
|
|
|
|
- debugShader.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, mvp.values);
|
|
|
|
- debugRenderer.premultipliedAlpha = premultipliedAlpha;
|
|
|
|
- shapes.begin(debugShader);
|
|
|
|
- debugRenderer.draw(shapes, skeleton);
|
|
|
|
- shapes.end();
|
|
|
|
- debugShader.unbind();
|
|
|
|
- }
|
|
|
|
|
|
+ // Update the MVP matrix to adjust for canvas size changes
|
|
|
|
+ resize();
|
|
|
|
|
|
- requestAnimationFrame(render);
|
|
|
|
-}
|
|
|
|
|
|
+ gl.clearColor(0.3, 0.3, 0.3, 1);
|
|
|
|
+ gl.clear(gl.COLOR_BUFFER_BIT);
|
|
|
|
|
|
-function resize () {
|
|
|
|
- var w = canvas.clientWidth;
|
|
|
|
- var h = canvas.clientHeight;
|
|
|
|
- if (canvas.width != w || canvas.height != h) {
|
|
|
|
- canvas.width = w;
|
|
|
|
- canvas.height = h;
|
|
|
|
- }
|
|
|
|
|
|
+ // Apply the animation state based on the delta time.
|
|
|
|
+ var skeleton = skeletons[activeSkeleton][format].skeleton;
|
|
|
|
+ var state = skeletons[activeSkeleton][format].state;
|
|
|
|
+ var bounds = skeletons[activeSkeleton][format].bounds;
|
|
|
|
+ var premultipliedAlpha = skeletons[activeSkeleton][format].premultipliedAlpha;
|
|
|
|
+ state.update(delta);
|
|
|
|
+ state.apply(skeleton);
|
|
|
|
+ skeleton.updateWorldTransform();
|
|
|
|
+
|
|
|
|
+ // Bind the shader and set the texture and model-view-projection matrix.
|
|
|
|
+ shader.bind();
|
|
|
|
+ shader.setUniformi(spine.Shader.SAMPLER, 0);
|
|
|
|
+ shader.setUniform4x4f(spine.Shader.MVP_MATRIX, mvp.values);
|
|
|
|
+
|
|
|
|
+ // Start the batch and tell the SkeletonRenderer to render the active skeleton.
|
|
|
|
+ batcher.begin(shader);
|
|
|
|
+
|
|
|
|
+ var effect = $("#effectList option:selected").text();
|
|
|
|
+ if (effect == "None") {
|
|
|
|
+ skeletonRenderer.vertexEffect = null;
|
|
|
|
+ } else if (effect == "Swirl") {
|
|
|
|
+ swirlTime += delta;
|
|
|
|
+ var percent = swirlTime % 2;
|
|
|
|
+ if (percent > 1) percent = 1 - (percent - 1);
|
|
|
|
+ swirlEffect.angle = pow2.apply(-60, 60, percent);
|
|
|
|
+ swirlEffect.centerX = bounds.offset.x + bounds.size.x / 2;
|
|
|
|
+ swirlEffect.centerY = bounds.offset.y + bounds.size.y / 2;
|
|
|
|
+ swirlEffect.radius = Math.sqrt(bounds.size.x * bounds.size.x + bounds.size.y * bounds.size.y) * 0.75;
|
|
|
|
+ skeletonRenderer.vertexEffect = swirlEffect;
|
|
|
|
+ } else if (effect == "Jitter")
|
|
|
|
+ skeletonRenderer.vertexEffect = jitterEffect;
|
|
|
|
+
|
|
|
|
+ skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
|
|
|
|
+ skeletonRenderer.draw(batcher, skeleton);
|
|
|
|
+ batcher.end();
|
|
|
|
+
|
|
|
|
+ shader.unbind();
|
|
|
|
+
|
|
|
|
+ // Draw debug information.
|
|
|
|
+ var debug = $('#debug').is(':checked');
|
|
|
|
+ if (debug) {
|
|
|
|
+ debugShader.bind();
|
|
|
|
+ debugShader.setUniform4x4f(spine.Shader.MVP_MATRIX, mvp.values);
|
|
|
|
+ debugRenderer.premultipliedAlpha = premultipliedAlpha;
|
|
|
|
+ shapes.begin(debugShader);
|
|
|
|
+ debugRenderer.draw(shapes, skeleton);
|
|
|
|
+ shapes.end();
|
|
|
|
+ debugShader.unbind();
|
|
|
|
+ }
|
|
|
|
|
|
- // Calculations to center the skeleton in the canvas.
|
|
|
|
- var bounds = skeletons[activeSkeleton][format].bounds;
|
|
|
|
- var centerX = bounds.offset.x + bounds.size.x / 2;
|
|
|
|
- var centerY = bounds.offset.y + bounds.size.y / 2;
|
|
|
|
- var scaleX = bounds.size.x / canvas.width;
|
|
|
|
- var scaleY = bounds.size.y / canvas.height;
|
|
|
|
- var scale = Math.max(scaleX, scaleY) * 2;
|
|
|
|
- if (scale < 1) scale = 1;
|
|
|
|
- var width = canvas.width * scale;
|
|
|
|
- var height = canvas.height * scale;
|
|
|
|
|
|
+ requestAnimationFrame(render);
|
|
|
|
+ }
|
|
|
|
|
|
- mvp.ortho2d(centerX - width / 2, centerY - height / 2, width, height);
|
|
|
|
- gl.viewport(0, 0, canvas.width, canvas.height);
|
|
|
|
-}
|
|
|
|
|
|
+ function resize() {
|
|
|
|
+ var w = canvas.clientWidth;
|
|
|
|
+ var h = canvas.clientHeight;
|
|
|
|
+ if (canvas.width != w || canvas.height != h) {
|
|
|
|
+ canvas.width = w;
|
|
|
|
+ canvas.height = h;
|
|
|
|
+ }
|
|
|
|
|
|
-init();
|
|
|
|
|
|
+ // Calculations to center the skeleton in the canvas.
|
|
|
|
+ var bounds = skeletons[activeSkeleton][format].bounds;
|
|
|
|
+ var centerX = bounds.offset.x + bounds.size.x / 2;
|
|
|
|
+ var centerY = bounds.offset.y + bounds.size.y / 2;
|
|
|
|
+ var scaleX = bounds.size.x / canvas.width;
|
|
|
|
+ var scaleY = bounds.size.y / canvas.height;
|
|
|
|
+ var scale = Math.max(scaleX, scaleY) * 2;
|
|
|
|
+ if (scale < 1) scale = 1;
|
|
|
|
+ var width = canvas.width * scale;
|
|
|
|
+ var height = canvas.height * scale;
|
|
|
|
+
|
|
|
|
+ mvp.ortho2d(centerX - width / 2, centerY - height / 2, width, height);
|
|
|
|
+ gl.viewport(0, 0, canvas.width, canvas.height);
|
|
|
|
+ }
|
|
|
|
|
|
-</script>
|
|
|
|
|
|
+ init();
|
|
|
|
+
|
|
|
|
+ </script>
|
|
</body>
|
|
</body>
|
|
|
|
+
|
|
</html>
|
|
</html>
|