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+/******************************************************************************
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+ * Spine Runtimes License Agreement
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+ * Last updated July 28, 2023. Replaces all prior versions.
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+ *
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+ * Copyright (c) 2013-2023, Esoteric Software LLC
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+ *
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+ * Integration of the Spine Runtimes into software or otherwise creating
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+ * derivative works of the Spine Runtimes is permitted under the terms and
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+ * conditions of Section 2 of the Spine Editor License Agreement:
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+ * http://esotericsoftware.com/spine-editor-license
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+ *
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+ * Otherwise, it is permitted to integrate the Spine Runtimes into software or
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+ * otherwise create derivative works of the Spine Runtimes (collectively,
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+ * "Products"), provided that each user of the Products must obtain their own
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+ * Spine Editor license and redistribution of the Products in any form must
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+ * include this license and copyright notice.
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+ *
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+ * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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+ * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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+ * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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+ * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+*****************************************************************************/
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+
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+import Scene.SceneManager;
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+import openfl.utils.Assets;
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+import spine.SkeletonData;
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+import spine.animation.AnimationStateData;
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+import spine.atlas.TextureAtlas;
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+import spine.starling.SkeletonSprite;
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+import spine.starling.StarlingTextureLoader;
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+import starling.core.Starling;
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+import starling.events.TouchEvent;
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+import starling.events.TouchPhase;
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+
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+class Test extends Scene {
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+ var loadBinary = true;
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+
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+ public function load():Void {
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+ background.color = 0xaaaaaaff;
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+
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+ var atlas = new TextureAtlas(Assets.getText("assets/avatar.spine_atlas"), new StarlingTextureLoader("assets/avatar.spine_atlas"));
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+ var skeletondata = SkeletonData.from(loadBinary ? Assets.getBytes("assets/avatar.skel") : Assets.getText("assets/avatar.json"), atlas);
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+ var animationStateData = new AnimationStateData(skeletondata);
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+ animationStateData.defaultMix = 0.25;
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+
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+ var skeletonSprite = new SkeletonSprite(skeletondata, animationStateData);
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+ var bounds = skeletonSprite.skeleton.getBounds();
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+ skeletonSprite.scale = Starling.current.stage.stageWidth / bounds.width * 0.2;
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+ skeletonSprite.x = Starling.current.stage.stageWidth / 2;
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+ skeletonSprite.y = Starling.current.stage.stageHeight * 0.9;
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+
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+ for (i in 0...skeletondata.animations.length) {
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+ skeletonSprite.state.addAnimation(0, skeletondata.animations[i], false, 0);
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+ }
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+
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+ addChild(skeletonSprite);
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+ juggler.add(skeletonSprite);
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+
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+ addText("Click anywhere for next scene");
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+
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+ addEventListener(TouchEvent.TOUCH, onTouch);
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+ }
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+
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+ public function onTouch(e:TouchEvent) {
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+ var touch = e.getTouch(this);
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+ trace(touch);
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+ if (touch != null && touch.phase == TouchPhase.ENDED) {
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+ SceneManager.getInstance().switchScene(new SequenceExample());
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+ }
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+ }
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+}
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