SackExample.hx 3.2 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated July 28, 2023. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2023, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software or
  13. * otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
  27. * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. import Scene.SceneManager;
  30. import openfl.utils.Assets;
  31. import spine.SkeletonData;
  32. import spine.Physics;
  33. import spine.animation.AnimationStateData;
  34. import spine.atlas.TextureAtlas;
  35. import spine.starling.SkeletonSprite;
  36. import spine.starling.StarlingTextureLoader;
  37. import starling.core.Starling;
  38. import starling.events.TouchEvent;
  39. import starling.events.TouchPhase;
  40. class SackExample extends Scene {
  41. var loadBinary = false;
  42. public function load():Void {
  43. background.color = 0x333333;
  44. var atlas = new TextureAtlas(Assets.getText("assets/sack.atlas"), new StarlingTextureLoader("assets/sack.atlas"));
  45. var skeletondata = SkeletonData.from(Assets.getText("assets/sack-pro.json"), atlas);
  46. var animationStateData = new AnimationStateData(skeletondata);
  47. animationStateData.defaultMix = 0.25;
  48. var skeletonSprite = new SkeletonSprite(skeletondata, animationStateData);
  49. skeletonSprite.skeleton.updateWorldTransform(Physics.update);
  50. var bounds = skeletonSprite.skeleton.getBounds();
  51. skeletonSprite.scale = 0.2;
  52. skeletonSprite.x = Starling.current.stage.stageWidth / 2;
  53. skeletonSprite.y = Starling.current.stage.stageHeight/ 2;
  54. trace(skeletonSprite);
  55. skeletonSprite.state.setAnimationByName(0, "cape-follow-example", true);
  56. addChild(skeletonSprite);
  57. juggler.add(skeletonSprite);
  58. addEventListener(TouchEvent.TOUCH, onTouch);
  59. }
  60. public function onTouch(e:TouchEvent) {
  61. var touch = e.getTouch(this);
  62. if (touch != null && touch.phase == TouchPhase.ENDED) {
  63. SceneManager.getInstance().switchScene(new CelestialCircusExample());
  64. }
  65. }
  66. }