Browse Source

[phaser] Post pipeline support.

Mario Zechner 2 years ago
parent
commit
f725a80994

+ 4 - 0
examples/export/runtimes.sh

@@ -350,6 +350,10 @@ cp -f ../spineboy/export/spineboy-pro.skel "$ROOT/spine-ts/spine-phaser/example/
 cp -f ../spineboy/export/spineboy-pma.atlas "$ROOT/spine-ts/spine-phaser/example/assets/"
 cp -f ../spineboy/export/spineboy-pma.atlas "$ROOT/spine-ts/spine-phaser/example/assets/"
 cp -f ../spineboy/export/spineboy-pma.png "$ROOT/spine-ts/spine-phaser/example/assets/"
 cp -f ../spineboy/export/spineboy-pma.png "$ROOT/spine-ts/spine-phaser/example/assets/"
 
 
+cp -f ../coin/export/coin-pro.skel "$ROOT/spine-ts/spine-phaser/example/assets/"
+cp -f ../coin/export/coin-pma.atlas "$ROOT/spine-ts/spine-phaser/example/assets/"
+cp -f ../coin/export/coin-pma.png "$ROOT/spine-ts/spine-phaser/example/assets/"
+
 echo "spine-monogame"
 echo "spine-monogame"
 rm "$ROOT/spine-monogame/spine-monogame-example/data/"*
 rm "$ROOT/spine-monogame/spine-monogame-example/data/"*
 cp -f ../coin/export/coin-pro.json "$ROOT/spine-monogame/spine-monogame-example/data/"
 cp -f ../coin/export/coin-pro.json "$ROOT/spine-monogame/spine-monogame-example/data/"

+ 59 - 0
spine-ts/spine-phaser/example/arcade-physics-test.html

@@ -0,0 +1,59 @@
+<!DOCTYPE html>
+<html lang="en">
+<head>
+    <meta charset="UTF-8">
+    <meta http-equiv="X-UA-Compatible" content="IE=edge">
+    <meta name="viewport" content="width=device-width, initial-scale=1.0">
+    <script src="//cdn.jsdelivr.net/npm/[email protected]/dist/phaser.js"></script>
+    <script src="../dist/iife/spine-phaser.js"></script>
+    <title>Spine Phaser Example</title>
+</head>
+<body>
+    <h1>Arcade Physics example</h1>
+</body>
+<script>
+var config = {
+    type: Phaser.AUTO,
+    width: 800,
+    height: 600,
+    type: Phaser.WEBGL,
+    physics: {
+        default: 'arcade',
+        arcade: {
+            debug: true,
+            gravity: { y: 200 }
+        }
+    },
+    scene: {
+        preload: preload,
+        create: create,
+    },
+    plugins: {
+        scene: [
+            { key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
+        ]
+    }
+};
+
+let game = new Phaser.Game(config);
+
+function preload () {
+    this.load.spineBinary("coin-data", "assets/coin-pro.skel");
+    this.load.spineAtlas("coin-atlas", "assets/coin-pma.atlas");
+}
+
+function create () {
+    let coin = this.add.spine(400, 200, 'coin-data', "coin-atlas");
+    coin.animationState.setAnimation(0, "animation", true);
+    coin.setScale(0.3);
+    coin.setSize(280, 280);
+
+    this.physics.add.existing(coin);
+
+    coin.body.setOffset(0, 50);
+    coin.body.setVelocity(100, 200);
+    coin.body.setBounce(1, 1);
+    coin.body.setCollideWorldBounds(true);
+}
+</script>
+</html>

+ 19 - 0
spine-ts/spine-phaser/example/assets/coin-pma.atlas

@@ -0,0 +1,19 @@
+coin-pma.png
+	size: 1024, 1024
+	filter: Linear, Linear
+	pma: true
+coin-front-logo
+	bounds: 2, 570, 305, 302
+coin-front-shine-logo
+	bounds: 2, 286, 282, 282
+coin-front-shine-spineboy
+	bounds: 305, 283, 282, 282
+coin-front-spineboy
+	bounds: 309, 567, 305, 302
+	rotate: 90
+coin-side-round
+	bounds: 2, 2, 144, 282
+coin-side-straight
+	bounds: 286, 286, 17, 282
+shine
+	bounds: 148, 39, 72, 245

BIN
spine-ts/spine-phaser/example/assets/coin-pma.png


BIN
spine-ts/spine-phaser/example/assets/coin-pro.skel


+ 70 - 0
spine-ts/spine-phaser/example/blend-test.html

@@ -0,0 +1,70 @@
+<!DOCTYPE html>
+<html lang="en">
+<head>
+    <meta charset="UTF-8">
+    <meta http-equiv="X-UA-Compatible" content="IE=edge">
+    <meta name="viewport" content="width=device-width, initial-scale=1.0">
+    <script src="//cdn.jsdelivr.net/npm/[email protected]/dist/phaser.js"></script>
+    <script src="../dist/iife/spine-phaser.js"></script>
+    <title>Spine Phaser Example</title>
+</head>
+<body>
+    <h1>Blend test</h1>
+</body>
+<script>
+var config = {
+    type: Phaser.AUTO,
+    width: 800,
+    height: 600,
+    type: Phaser.WEBGL,
+    backgroundColor: '#cdcdcd',
+    scene: {
+        preload: preload,
+        create: create,
+        update: update
+    },
+    plugins: {
+        scene: [
+            { key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
+        ]
+    }
+};
+
+let controls;
+let game = new Phaser.Game(config);
+
+function preload () {
+    this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
+    this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
+}
+
+function create () {
+    for (var i = 0; i < 4; i++) {
+        let obj = this.add.spine(i * 200, 600, 'spineboy-data', 'spineboy-atlas').setScale(0.25);
+        obj.setScale(0.25);
+        obj.animationState.setAnimation(0, "idle", true);
+        obj.animationState.setAnimation(1, "shoot", true);
+    }
+    var cursors = this.input.keyboard.createCursorKeys();
+
+    var controlConfig = {
+        camera: this.cameras.main,
+        left: cursors.left,
+        right: cursors.right,
+        up: cursors.up,
+        down: cursors.down,
+        zoomIn: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Q),
+        zoomOut: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.E),
+        acceleration: 0.35,
+        drag: 0.01,
+        maxSpeed: 1.2
+    };
+
+    controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig);
+}
+
+function update (time, delta) {
+    controls.update(delta);
+}
+</script>
+</html>

+ 113 - 0
spine-ts/spine-phaser/example/camera-pipeline-test.html

@@ -0,0 +1,113 @@
+<!DOCTYPE html>
+<html lang="en">
+
+<head>
+    <meta charset="UTF-8">
+    <meta http-equiv="X-UA-Compatible" content="IE=edge">
+    <meta name="viewport" content="width=device-width, initial-scale=1.0">
+    <script src="//cdn.jsdelivr.net/npm/[email protected]/dist/phaser.js"></script>
+    <script src="../dist/iife/spine-phaser.js"></script>
+    <title>Spine Phaser Example</title>
+</head>
+
+<body>
+    <h1>Camera pipeline test</h1>
+    <script>
+        var config = {
+            type: Phaser.AUTO,
+            width: 800,
+            height: 600,
+            type: Phaser.WEBGL,
+            backgroundColor: '#cdcdcd',
+            scene: {
+                preload: preload,
+                create: create,
+            },
+            plugins: {
+                scene: [
+                    { key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
+                ]
+            }
+        };
+
+        const fragShader = `
+        #define SHADER_NAME PLASMA_FS
+
+        precision mediump float;
+
+        uniform sampler2D uMainSampler;
+        uniform float uTime;
+        uniform vec2 uResolution;
+
+        varying vec2 outTexCoord;
+
+        void main()
+        {
+        vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / uResolution.xy;
+
+        float x = p.x;
+        float y = p.y;
+        float mov0 = x+y+cos(sin(uTime)*2.0)*100.+sin(x/100.)*1000.;
+        float mov1 = y / 0.9 +  uTime;
+        float mov2 = x / 0.2;
+        float c1 = abs(sin(mov1+uTime)/2.+mov2/2.-mov1-mov2+uTime);
+        float c2 = abs(sin(c1+sin(mov0/1000.+uTime)+sin(y/40.+uTime)+sin((x+y)/100.)*3.));
+        float c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x/1000.)));
+
+        vec4 pixel = texture2D(uMainSampler, outTexCoord);
+
+        gl_FragColor = pixel * vec4(c1, c2, c3, 1);
+        }
+        `;
+
+        class PlasmaPostFX extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
+            constructor(game) {
+                super({
+                    game,
+                    name: 'PlasmaPostFX',
+                    fragShader,
+                    uniforms: [
+                        'uMainSampler',
+                        'uTime',
+                        'uResolution'
+                    ]
+                });
+            }
+
+            onPreRender() {
+                this.set1f('uTime', this.game.loop.time / 1000);
+            }
+
+            onDraw(renderTarget) {
+                this.set2f('uResolution', renderTarget.width, renderTarget.height);
+
+                this.bindAndDraw(renderTarget);
+            }
+        }
+
+        let game = new Phaser.Game(config);
+
+        function preload() {
+            this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
+            this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
+            this.load.image("img", "assets/raptor-pma.png")
+        }
+
+        function create() {
+            this.renderer.pipelines.addPostPipeline('PlasmaPostFX', PlasmaPostFX);
+
+            // FIXME: Need a dummy sprite so the MultiPipeline sets up state
+            // so rendering the Spine sprite actually works. Unsure what state
+            // is needed.
+            var s = this.add.sprite(0, 0, 'img');
+
+            let spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
+            spineboy.scale = 0.5;
+            spineboy.animationState.setAnimation(0, "walk", true);
+
+            this.cameras.main.setPostPipeline("PlasmaPostFX");
+        }
+    </script>
+</body>
+
+</html>

+ 3 - 0
spine-ts/spine-phaser/example/index.html

@@ -15,6 +15,9 @@
         <li><a href="./multi-scene-test.html">Multi-scene test</a></li>
         <li><a href="./multi-scene-test.html">Multi-scene test</a></li>
         <li><a href="./bounds-test.html">Bounds test</a></li>
         <li><a href="./bounds-test.html">Bounds test</a></li>
         <li><a href="./visibility-test.html">Visibility test</a></li>
         <li><a href="./visibility-test.html">Visibility test</a></li>
+        <li><a href="./arcade-physics-test.html">Arcade physics example</a></li>
+        <li><a href="./blend-test.html">Blend test</a></li>
+        <li><a href="./camera-pipeline-test.html">Camera pipeline test</a></li>
     </ul>
     </ul>
 </body>
 </body>
 </html>
 </html>

+ 4 - 8
spine-ts/spine-phaser/src/SpineGameObject.ts

@@ -39,8 +39,8 @@ export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsPro
 		const animationState = new AnimationState(gameObject.animationState.data);
 		const animationState = new AnimationState(gameObject.animationState.data);
 		const skeleton = new Skeleton(gameObject.skeleton.data);
 		const skeleton = new Skeleton(gameObject.skeleton.data);
 		const data = skeleton.data;
 		const data = skeleton.data;
-		let customSkin = new Skin("custom-skin");
 		if (this.skins.length > 0) {
 		if (this.skins.length > 0) {
+			let customSkin = new Skin("custom-skin");
 			for (const skinName of this.skins) {
 			for (const skinName of this.skins) {
 				const skin = data.findSkin(skinName);
 				const skin = data.findSkin(skinName);
 				if (skin == null) continue;
 				if (skin == null) continue;
@@ -51,15 +51,11 @@ export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsPro
 		skeleton.setToSetupPose();
 		skeleton.setToSetupPose();
 
 
 		const animation = this.animation != null ? data.findAnimation(this.animation!) : null;
 		const animation = this.animation != null ? data.findAnimation(this.animation!) : null;
-		let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
 		if (animation == null) {
 		if (animation == null) {
 			skeleton.updateWorldTransform();
 			skeleton.updateWorldTransform();
-			const bounds = skeleton.getBoundsRect();
-			minX = bounds.x;
-			minY = bounds.y;
-			maxX = minX + bounds.width;
-			maxY = minY + bounds.height;
+			return skeleton.getBoundsRect();
 		} else {
 		} else {
+			let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
 			animationState.clearTracks();
 			animationState.clearTracks();
 			animationState.setAnimationWith(0, animation, false);
 			animationState.setAnimationWith(0, animation, false);
 			const steps = Math.max(animation.duration / this.timeStep, 1.0);
 			const steps = Math.max(animation.duration / this.timeStep, 1.0);
@@ -74,8 +70,8 @@ export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsPro
 				maxX = Math.max(maxX, minX + bounds.width);
 				maxX = Math.max(maxX, minX + bounds.width);
 				maxY = Math.max(maxY, minY + bounds.height);
 				maxY = Math.max(maxY, minY + bounds.height);
 			}
 			}
+			return { x: minX, y: minY, width: maxX - minX, height: maxY - minY };
 		}
 		}
-		return { x: minX, y: minY, width: maxX - minX, height: maxY - minY };
 	}
 	}
 }
 }