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- -------------------------------------------------------------------------------
- -- Spine Runtimes License Agreement
- -- Last updated January 1, 2020. Replaces all prior versions.
- --
- -- Copyright (c) 2013-2020, 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.
- -------------------------------------------------------------------------------
- require("mobdebug").start()
- local spine = require "spine-solar2d.spine"
- local skeletons = {}
- local activeSkeleton = 1
- local lastTime = 0
- local swirl = spine.SwirlEffect.new(400)
- local swirlTime = 0
- function loadSkeleton(atlasFile, jsonFile, x, y, scale, animation, skin)
- -- to load an atlas, we need to define a function that returns
- -- a Corona paint object. This allows you to resolve images
- -- however you see fit
- local imageLoader = function (path)
- local paint = { type = "image", filename = "data/" .. path }
- return paint
- end
- -- load the atlas
- local atlas = spine.TextureAtlas.new(spine.utils.readFile("data/" .. atlasFile), imageLoader)
- -- load the JSON and create a Skeleton from it
- local json = spine.SkeletonJson.new(spine.AtlasAttachmentLoader.new(atlas))
- json.scale = scale
- local skeletonData = json:readSkeletonDataFile("data/" .. jsonFile)
- local skeleton = spine.Skeleton.new(skeletonData)
- skeleton.scaleY = -1 -- Corona's coordinate system has its y-axis point downwards
- skeleton.group.x = x
- skeleton.group.y = y
- -- Set the skin if we got one
- if skin then skeleton:setSkin(skin) end
- -- create an animation state object to apply animations to the skeleton
- local animationStateData = spine.AnimationStateData.new(skeletonData)
- animationStateData.defaultMix = 0.5
- local animationState = spine.AnimationState.new(animationStateData)
- -- set the skeleton invisible
- skeleton.group.isVisible = false
- -- set a name on the group of the skeleton so we can find it during debugging
- skeleton.group.name = jsonFile
- -- set some event callbacks
- animationState.onStart = function (entry)
- print(entry.trackIndex.." start: "..entry.animation.name)
- end
- animationState.onInterrupt = function (entry)
- print(entry.trackIndex.." interrupt: "..entry.animation.name)
- end
- animationState.onEnd = function (entry)
- print(entry.trackIndex.." end: "..entry.animation.name)
- end
- animationState.onComplete = function (entry)
- print(entry.trackIndex.." complete: "..entry.animation.name)
- end
- animationState.onDispose = function (entry)
- print(entry.trackIndex.." dispose: "..entry.animation.name)
- end
- animationState.onEvent = function (entry, event)
- print(entry.trackIndex.." event: "..entry.animation.name..", "..event.data.name..", "..event.intValue..", "..event.floatValue..", '"..(event.stringValue or "").."'" .. ", " .. event.volume .. ", " .. event.balance)
- end
-
- if atlasFile == "spineboy.atlas" then
- animationStateData:setMix("walk", "jump", 0.4)
- animationStateData:setMix("jump", "run", 0.4);
- animationState:setAnimationByName(0, "walk", true)
- local jumpEntry = animationState:addAnimationByName(0, "jump", false, 3)
- animationState:addAnimationByName(0, "run", true, 0)
- elseif atlasFile == "raptor.atlas" then
- --skeleton.vertexEffect = spine.JitterEffect.new(5, 5)
- skeleton.vertexEffect = swirl
- animationState:setAnimationByName(0, animation, true)
- elseif jsonFile == "mix-and-match-pro.json" then
- -- Create a new skin, by mixing and matching other skins
- -- that fit together. Items making up the girl are individual
- -- skins. Using the skin API, a new skin is created which is
- -- a combination of all these individual item skins.
- local skin = spine.Skin.new("mix-and-match")
- skin:addSkin(skeletonData:findSkin("skin-base"))
- skin:addSkin(skeletonData:findSkin("nose/short"))
- skin:addSkin(skeletonData:findSkin("eyelids/girly"))
- skin:addSkin(skeletonData:findSkin("eyes/violet"))
- skin:addSkin(skeletonData:findSkin("hair/brown"))
- skin:addSkin(skeletonData:findSkin("clothes/hoodie-orange"))
- skin:addSkin(skeletonData:findSkin("legs/pants-jeans"))
- skin:addSkin(skeletonData:findSkin("accessories/bag"))
- skin:addSkin(skeletonData:findSkin("accessories/hat-red-yellow"))
- skeleton:setSkinByReference(skin)
- animationState:setAnimationByName(0, animation, true)
- else
- animationState:setAnimationByName(0, animation, true)
- end
- -- return the skeleton an animation state
- return { skeleton = skeleton, state = animationState }
- end
- table.insert(skeletons, loadSkeleton("mix-and-match.atlas", "mix-and-match-pro.json", 240, 300, 0.3, "dance"))
- table.insert(skeletons, loadSkeleton("spineboy.atlas", "spineboy-pro.json", 240, 300, 0.4, "walk"))
- table.insert(skeletons, loadSkeleton("stretchyman.atlas", "stretchyman-pro.json", 40, 300, 0.5, "sneak"))
- table.insert(skeletons, loadSkeleton("coin.atlas", "coin-pro.json", 240, 160, 0.4, "animation"))
- table.insert(skeletons, loadSkeleton("raptor.atlas", "raptor-pro.json", 200, 300, 0.25, "walk"))
- table.insert(skeletons, loadSkeleton("goblins.atlas", "goblins-pro.json", 240, 300, 0.8, "walk", "goblin"))
- table.insert(skeletons, loadSkeleton("tank.atlas", "tank-pro.json", 400, 300, 0.2, "drive"))
- table.insert(skeletons, loadSkeleton("vine.atlas", "vine-pro.json", 240, 300, 0.3, "grow"))
- local triangulator = spine.Triangulator.new()
- local polygon = { 411, 219, 199, 230, 161, 362, 534, 407, 346, 305, 596, 265 }
- local indices = triangulator:triangulate(polygon)
- print(indices)
- print(triangulator:decompose(polygon, indices))
- local skeletonClipping = spine.SkeletonClipping.new()
- local polygon2 = {0, 0, 100, 0, 100, 100, 0, 100 }
- skeletonClipping:makeClockwise(polygon2)
- print(polygon2)
- local bounds = spine.SkeletonBounds.new()
- skeletons[1].skeleton:updateWorldTransform()
- bounds:update(skeletons[1].skeleton, true)
- local offset = {}
- local size = {}
- skeletons[1].skeleton:getBounds(offset, size)
- display.setDefault("background", 0.2, 0.2, 0.2, 1)
- Runtime:addEventListener("enterFrame", function (event)
- local currentTime = event.time / 1000
- local delta = currentTime - lastTime
- lastTime = currentTime
-
- swirlTime = swirlTime + delta
- local percent = swirlTime % 2
- if (percent > 1) then percent = 1 - (percent - 1) end
- swirl.angle = spine.Interpolation.apply(spine.Interpolation.pow2, -60, 60, percent)
- skeleton = skeletons[activeSkeleton].skeleton
- skeleton.group.isVisible = true
- state = skeletons[activeSkeleton].state
- state:update(delta)
- state:apply(skeleton)
- skeleton:updateWorldTransform()
- -- uncomment if you want to know how many batches a skeleton renders to
- -- print(skeleton.batches)
- end)
- Runtime:addEventListener("key", function(event)
- if activeSkeleton == 2 and event.phase == "down" then
- state = skeletons[activeSkeleton].state
- state:setAnimationByName(0, "jump", false)
- state:addAnimationByName(0, "walk", true, 0)
- end
- return false
- end)
- Runtime:addEventListener("tap", function(event)
- skeletons[activeSkeleton].skeleton.group.isVisible = false
- activeSkeleton = activeSkeleton + 1
- if activeSkeleton > #skeletons then activeSkeleton = 1 end
- skeletons[activeSkeleton].skeleton.group.isVisible = true
- end)
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