浏览代码

Merge branch 'master' of https://github.com/esotericsoftware/spine-runtimes

badlogic 9 年之前
父节点
当前提交
ec7510b0b5

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

@@ -88,7 +88,7 @@ var ikConstraintDemo = function(loadingComplete, bgColor) {
 				for (var i = 0; i < controlBones.length; i++) {	
 				for (var i = 0; i < controlBones.length; i++) {	
 					var bone = skeleton.findBone(controlBones[i]);				
 					var bone = skeleton.findBone(controlBones[i]);				
 					renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);				
 					renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);				
-					if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 20) {
+					if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30) {
 						target = bone;
 						target = bone;
 					}				
 					}				
 				}
 				}
@@ -113,7 +113,7 @@ var ikConstraintDemo = function(loadingComplete, bgColor) {
 				for (var i = 0; i < controlBones.length; i++) {	
 				for (var i = 0; i < controlBones.length; i++) {	
 					var bone = skeleton.findBone(controlBones[i]);				
 					var bone = skeleton.findBone(controlBones[i]);				
 					renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);				
 					renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);				
-					if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 20) {
+					if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30) {
 						hoverTargets[i] = bone;
 						hoverTargets[i] = bone;
 					} else {
 					} else {
 						hoverTargets[i] = null;
 						hoverTargets[i] = null;

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

@@ -114,7 +114,7 @@ var pathConstraintDemo = function(loadingComplete, bgColor) {
 				for (var i = 0; i < controlBones.length; i++) {	
 				for (var i = 0; i < controlBones.length; i++) {	
 					var bone = skeleton.findBone(controlBones[i]);				
 					var bone = skeleton.findBone(controlBones[i]);				
 					renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);				
 					renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);				
-					if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 20) {
+					if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30) {
 						target = bone;
 						target = bone;
 					}				
 					}				
 				}
 				}
@@ -139,7 +139,7 @@ var pathConstraintDemo = function(loadingComplete, bgColor) {
 				for (var i = 0; i < controlBones.length; i++) {	
 				for (var i = 0; i < controlBones.length; i++) {	
 					var bone = skeleton.findBone(controlBones[i]);				
 					var bone = skeleton.findBone(controlBones[i]);				
 					renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);				
 					renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);				
-					if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 20) {
+					if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30) {
 						hoverTargets[i] = bone;
 						hoverTargets[i] = bone;
 					} else {
 					} else {
 						hoverTargets[i] = null;
 						hoverTargets[i] = null;

+ 6 - 6
spine-ts/webgl/demos/stretchy.js

@@ -94,7 +94,7 @@ var stretchyDemo = function(loadingComplete, bgColor) {
 				for (var i = 0; i < controlBones.length; i++) {	
 				for (var i = 0; i < controlBones.length; i++) {	
 					var bone = skeleton.findBone(controlBones[i]);				
 					var bone = skeleton.findBone(controlBones[i]);				
 					renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);				
 					renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);				
-					if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 20) {
+					if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30) {
 						target = bone;
 						target = bone;
 					}				
 					}				
 				}
 				}
@@ -124,7 +124,7 @@ var stretchyDemo = function(loadingComplete, bgColor) {
 				for (var i = 0; i < controlBones.length; i++) {	
 				for (var i = 0; i < controlBones.length; i++) {	
 					var bone = skeleton.findBone(controlBones[i]);				
 					var bone = skeleton.findBone(controlBones[i]);				
 					renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);				
 					renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);				
-					if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 20) {
+					if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30) {
 						hoverTargets[i] = bone;
 						hoverTargets[i] = bone;
 					} else {
 					} else {
 						hoverTargets[i] = null;
 						hoverTargets[i] = null;
@@ -173,16 +173,16 @@ var stretchyDemo = function(loadingComplete, bgColor) {
 		gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
 		gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
 		gl.clear(gl.COLOR_BUFFER_BIT);			
 		gl.clear(gl.COLOR_BUFFER_BIT);			
 
 
-		renderer.begin();				
+		renderer.begin();
 		renderer.drawSkeleton(skeleton, true);
 		renderer.drawSkeleton(skeleton, true);
 		renderer.drawSkeletonDebug(skeleton, false, ["root"]);
 		renderer.drawSkeletonDebug(skeleton, false, ["root"]);
 		gl.lineWidth(2);
 		gl.lineWidth(2);
-		for (var i = 0; i < controlBones.length; i++) {		
+		for (var i = 0; i < controlBones.length; i++) {
 			var bone = skeleton.findBone(controlBones[i]);
 			var bone = skeleton.findBone(controlBones[i]);
 			var colorInner = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_INNER : spineDemos.NON_HOVER_COLOR_INNER;
 			var colorInner = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_INNER : spineDemos.NON_HOVER_COLOR_INNER;
 			var colorOuter = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_OUTER : spineDemos.NON_HOVER_COLOR_OUTER;
 			var colorOuter = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_OUTER : spineDemos.NON_HOVER_COLOR_OUTER;
-			renderer.circle(true, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorInner);			
-			renderer.circle(false, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorOuter);			
+			renderer.circle(true, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorInner);
+			renderer.circle(false, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorOuter);
 		}
 		}
 		renderer.end();
 		renderer.end();
 		gl.lineWidth(1);
 		gl.lineWidth(1);

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

@@ -112,7 +112,7 @@ var transformConstraintDemo = function(loadingComplete, bgColor) {
 				renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
 				renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
 				for (var i = 0; i < controlBones.length; i++) {	
 				for (var i = 0; i < controlBones.length; i++) {	
 					var bone = skeleton.findBone(controlBones[i]);													
 					var bone = skeleton.findBone(controlBones[i]);													
-					if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 20) {
+					if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30) {
 						target = bone;
 						target = bone;
 						if (target === rotateHandle) lastRotation = getRotation(x, y);
 						if (target === rotateHandle) lastRotation = getRotation(x, y);
 					}				
 					}				
@@ -145,7 +145,7 @@ var transformConstraintDemo = function(loadingComplete, bgColor) {
 				renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
 				renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
 				for (var i = 0; i < controlBones.length; i++) {
 				for (var i = 0; i < controlBones.length; i++) {
 					var bone = skeleton.findBone(controlBones[i]);													
 					var bone = skeleton.findBone(controlBones[i]);													
-					if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 20) {
+					if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30) {
 						hoverTargets[i] = bone;
 						hoverTargets[i] = bone;
 					} else {
 					} else {
 						hoverTargets[i] = null;
 						hoverTargets[i] = null;

+ 4 - 4
spine-ts/webgl/demos/transitions.js

@@ -81,11 +81,11 @@ var transitionsDemo = function(loadingComplete, bgColor) {
 		state.addAnimation(0, "idle", true, 0.8);
 		state.addAnimation(0, "idle", true, 0.8);
 		state.addAnimation(0, "run", true, 0.7);
 		state.addAnimation(0, "run", true, 0.7);
 		state.addAnimation(0, "idle", true, 0.8);
 		state.addAnimation(0, "idle", true, 0.8);
-		state.addAnimation(0, "walk", true, 0.7);
-		state.addAnimation(0, "run", true, 0.7);
-		state.addAnimation(0, "jump", false, 0.7);
+		state.addAnimation(0, "walk", true, 0.6);
+		state.addAnimation(0, "run", true, 0.6);
+		state.addAnimation(0, "jump", false, 0.6);
 		state.addAnimation(0, "run", true, mix);
 		state.addAnimation(0, "run", true, mix);
-		state.addAnimation(0, "jump", true, 0.7);
+		state.addAnimation(0, "jump", true, 0.5);
 		state.addAnimation(0, "run", true, mix).listener = {
 		state.addAnimation(0, "run", true, mix).listener = {
 			event: function (trackIndex, event) {},
 			event: function (trackIndex, event) {},
 			complete: function (trackIndex, loopCount) {},
 			complete: function (trackIndex, loopCount) {},