/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software or * otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ import spine.BlendMode; import Scene.SceneManager; import openfl.utils.Assets; import spine.SkeletonData; import spine.Physics; import spine.animation.AnimationStateData; import spine.atlas.TextureAtlas; import spine.starling.SkeletonSprite; import spine.starling.StarlingTextureLoader; import starling.core.Starling; import starling.events.TouchEvent; import starling.events.TouchPhase; class CelestialCircusExample extends Scene { var loadBinary = true; var skeletonSprite:SkeletonSprite; private var movement = new openfl.geom.Point(); public function load():Void { background.color = 0x333333; var atlas = new TextureAtlas(Assets.getText("assets/celestial-circus.atlas"), new StarlingTextureLoader("assets/celestial-circus.atlas")); var skeletondata = SkeletonData.from(loadBinary ? Assets.getBytes("assets/celestial-circus-pro.skel") : Assets.getText("assets/celestial-circus-pro.json"), atlas); var animationStateData = new AnimationStateData(skeletondata); animationStateData.defaultMix = 0.25; skeletonSprite = new SkeletonSprite(skeletondata, animationStateData); skeletonSprite.skeleton.updateWorldTransform(Physics.update); var bounds = skeletonSprite.skeleton.getBounds(); skeletonSprite.scale = 0.2; skeletonSprite.x = Starling.current.stage.stageWidth / 2; skeletonSprite.y = Starling.current.stage.stageHeight / 1.5; skeletonSprite.state.setAnimationByName(0, "eyeblink-long", true); addText("Drag Celeste to move her around"); addText("Click background for next scene", 10, 30); addChild(skeletonSprite); juggler.add(skeletonSprite); addEventListener(TouchEvent.TOUCH, onTouch); } public function onTouch(e:TouchEvent) { var skeletonTouch = e.getTouch(skeletonSprite); if (skeletonTouch != null) { if (skeletonTouch.phase == TouchPhase.MOVED) { skeletonTouch.getMovement(this, movement); skeletonSprite.skeleton.x += movement.x / skeletonSprite.scale; skeletonSprite.skeleton.y += movement.y / skeletonSprite.scale; } } else { var sceneTouch = e.getTouch(this); if (sceneTouch != null && sceneTouch.phase == TouchPhase.ENDED) { SceneManager.getInstance().switchScene(new SnowglobeExample()); } } } }