hoverboard.js 5.0 KB

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  1. var hoverboardDemo = function (canvas, bgColor) {
  2. var COLOR_INNER = new spine.Color(0.8, 0, 0, 0.5);
  3. var COLOR_OUTER = new spine.Color(0.8, 0, 0, 0.8);
  4. var COLOR_INNER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.5);
  5. var COLOR_OUTER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.8);
  6. var gl, renderer, input, assetManager;
  7. var skeleton, state, bounds;
  8. var timeKeeper;
  9. var target = null;
  10. var hoverTargets = [];
  11. var controlBones = ["hoverboard controller", "hip controller", "board target", "crosshair"];
  12. var coords = new spine.Vector3(), temp = new spine.Vector3(), temp2 = new spine.Vector2(), temp3 = new spine.Vector3();
  13. var isPlaying = true;
  14. if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
  15. function init() {
  16. gl = canvas.context.gl;
  17. renderer = new spine.SceneRenderer(canvas, gl);
  18. assetManager = new spine.AssetManager(gl, spineDemos.path, spineDemos.downloader);
  19. assetManager.loadTextureAtlas("atlas1.atlas");
  20. assetManager.loadJson("demos.json");
  21. input = new spine.Input(canvas);
  22. timeKeeper = new spine.TimeKeeper();
  23. }
  24. function loadingComplete() {
  25. var atlasLoader = new spine.AtlasAttachmentLoader(assetManager.get("atlas1.atlas"));
  26. var skeletonJson = new spine.SkeletonJson(atlasLoader);
  27. var skeletonData = skeletonJson.readSkeletonData(assetManager.get("demos.json").spineboy);
  28. skeleton = new spine.Skeleton(skeletonData);
  29. state = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
  30. state.setAnimation(0, "hoverboard", true);
  31. state.apply(skeleton);
  32. skeleton.updateWorldTransform(spine.Physics.update);
  33. var offset = new spine.Vector2();
  34. bounds = new spine.Vector2();
  35. skeleton.getBounds(offset, bounds, []);
  36. for (var i = 0; i < controlBones.length; i++)
  37. hoverTargets.push(null);
  38. renderer.camera.position.x = offset.x + bounds.x / 2;
  39. renderer.camera.position.y = offset.y + bounds.y / 2;
  40. renderer.skeletonDebugRenderer.drawMeshHull = false;
  41. renderer.skeletonDebugRenderer.drawMeshTriangles = false;
  42. setupUI();
  43. setupInput();
  44. }
  45. function setupUI() {
  46. var checkbox = $("#hoverboard-drawbones");
  47. renderer.skeletonDebugRenderer.drawRegionAttachments = false;
  48. renderer.skeletonDebugRenderer.drawPaths = false;
  49. renderer.skeletonDebugRenderer.drawBones = false;
  50. checkbox.change(function () {
  51. renderer.skeletonDebugRenderer.drawPaths = this.checked;
  52. renderer.skeletonDebugRenderer.drawBones = this.checked;
  53. });
  54. var aimTrack = 1;
  55. var shootAimTrack = 2;
  56. var shootTrack = 3;
  57. $("#hoverboard-aim").change(function () {
  58. if (!this.checked)
  59. state.setEmptyAnimation(aimTrack, 0.2);
  60. else {
  61. state.setEmptyAnimation(aimTrack, 0);
  62. state.addAnimation(aimTrack, "aim", true, 0).mixDuration = 0.2;
  63. }
  64. });
  65. $("#hoverboard-shoot").click(function () {
  66. state.setAnimation(shootAimTrack, "aim", true);
  67. state.setAnimation(shootTrack, "shoot", false).listener = {
  68. complete: function (trackIndex) {
  69. state.setEmptyAnimation(shootAimTrack, 0.2);
  70. state.clearTrack(shootTrack);
  71. }
  72. };
  73. });
  74. $("#hoverboard-jump").click(function () {
  75. state.setAnimation(aimTrack, "jump", false);
  76. state.addEmptyAnimation(aimTrack, 0.5, 0);
  77. if ($("#hoverboard-aim").prop("checked"))
  78. state.addAnimation(aimTrack, "aim", true, 0.4).mixDuration = 0.2;
  79. });
  80. }
  81. function setupInput() {
  82. input.addListener({
  83. down: function (x, y) {
  84. isPlaying = false;
  85. target = spineDemos.closest(canvas, renderer, skeleton, controlBones, hoverTargets, x, y);
  86. },
  87. up: function (x, y) {
  88. if (target && target.data.name == "crosshair") $("#hoverboard-shoot").click();
  89. target = null;
  90. },
  91. dragged: function (x, y) {
  92. spineDemos.dragged(canvas, renderer, target, x, y);
  93. },
  94. moved: function (x, y) {
  95. spineDemos.closest(canvas, renderer, skeleton, controlBones, hoverTargets, x, y);
  96. }
  97. });
  98. }
  99. function render() {
  100. timeKeeper.update();
  101. var delta = timeKeeper.delta;
  102. state.update(delta);
  103. state.apply(skeleton);
  104. skeleton.updateWorldTransform(spine.Physics.update);
  105. renderer.camera.viewportWidth = bounds.x * 1.2;
  106. renderer.camera.viewportHeight = bounds.y * 1.2;
  107. renderer.resize(spine.ResizeMode.Fit);
  108. gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
  109. gl.clear(gl.COLOR_BUFFER_BIT);
  110. renderer.begin();
  111. renderer.drawSkeleton(skeleton, true);
  112. renderer.drawSkeletonDebug(skeleton, false, ["root"]);
  113. gl.lineWidth(2);
  114. for (var i = 0; i < controlBones.length; i++) {
  115. var bone = skeleton.findBone(controlBones[i]);
  116. var colorInner = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_INNER : spineDemos.NON_HOVER_COLOR_INNER;
  117. var colorOuter = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_OUTER : spineDemos.NON_HOVER_COLOR_OUTER;
  118. renderer.circle(true, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorInner);
  119. renderer.circle(false, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorOuter);
  120. }
  121. renderer.end();
  122. gl.lineWidth(1);
  123. }
  124. init();
  125. hoverboardDemo.assetManager = assetManager;
  126. hoverboardDemo.loadingComplete = loadingComplete;
  127. hoverboardDemo.render = render;
  128. };