feat: added added new skin to ptilopsis

well, i have to make changes to spine-ts so it can handle the difference between the size of texture
This commit is contained in:
Haoyu Xu
2025-05-02 21:38:09 +08:00
parent 093f9d7f1a
commit 0af19cf652
385 changed files with 12361 additions and 121068 deletions

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<html>
<meta charset="UTF-8">
<title>IK Constraints - Spine Demo</title>
<link rel="stylesheet" href="demos.css">
<script src="../../build/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<script src="utils.js"></script>
<script src="additiveblending.js"></script>
<body style="margin: 0; padding: 0;">
<div style="margin: 0 auto;" class="aspect standalone"></div>
<script>
spineDemos.init();
spineDemos.addDemo(additiveBlendingDemo, document.getElementsByClassName("aspect")[0]);
</script>
</body>
</html>

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var additiveBlendingDemo = function(canvas, bgColor) {
var COLOR_INNER = new spine.Color(0.8, 0, 0, 0.5);
var COLOR_OUTER = new spine.Color(0.8, 0, 0, 0.8);
var COLOR_INNER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.5);
var COLOR_OUTER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.8);
var HANDLE_SIZE = 0.10;
var gl, renderer, input, assetManager;
var skeleton, state, bounds;
var timeKeeper, loadingScreen;
var target = null;
var dragging = false;
var handle = new spine.Vector2();
var coords = new spine.webgl.Vector3(), temp = new spine.webgl.Vector3(), temp2 = new spine.Vector2(), temp3 = new spine.webgl.Vector3();
var isPlaying = true;
var left, right, up, down;
var cursor;
var clientMouseX = 0, clientMouseY = 0, mouseMoved;
var DEMO_NAME = "AdditiveBlendingDemo";
if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
function isMobileDevice() {
return (typeof window.orientation !== "undefined") || (navigator.userAgent.indexOf('IEMobile') !== -1);
};
function init () {
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
gl = canvas.ctx.gl;
renderer = new spine.webgl.SceneRenderer(canvas, gl);
assetManager = spineDemos.assetManager;
var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas2.png");
assetManager.loadText(DEMO_NAME, "atlas2.atlas");
assetManager.loadJson(DEMO_NAME, "demos.json");
timeKeeper = new spine.TimeKeeper();
cursor = document.getElementById("cursor");
}
function loadingComplete () {
var atlas = new spine.TextureAtlas(assetManager.get(DEMO_NAME, "atlas2.atlas"), function(path) {
return assetManager.get(DEMO_NAME, path);
});
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
var skeletonJson = new spine.SkeletonJson(atlasLoader);
var skeletonData = skeletonJson.readSkeletonData(assetManager.get(DEMO_NAME, "demos.json")["owl"]);
skeleton = new spine.Skeleton(skeletonData);
state = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
state.setAnimation(0, "idle", true);
state.setAnimation(1, "blink", true);
left = state.setAnimation(2, "left", true);
right = state.setAnimation(3, "right", true);
up = state.setAnimation(4, "up", true);
down = state.setAnimation(5, "down", true);
left.mixBlend = spine.MixBlend.add;
right.mixBlend = spine.MixBlend.add;
up.mixBlend = spine.MixBlend.add;
down.mixBlend = spine.MixBlend.add;
left.alpha = 0;
right.alpha = 0;
up.alpha = 0;
down.alpha = 0;
state.apply(skeleton);
skeleton.updateWorldTransform();
var offset = new spine.Vector2();
bounds = new spine.Vector2();
skeleton.getBounds(offset, bounds, []);
renderer.camera.position.x = offset.x + bounds.x / 2;
renderer.camera.position.y = offset.y + bounds.y / 2;
renderer.skeletonDebugRenderer.drawMeshHull = false;
renderer.skeletonDebugRenderer.drawMeshTriangles = false;
setupInput();
}
function calculateBlend (x, y, isPageCoords) {
var canvasBounds = canvas.getBoundingClientRect();
var centerX = canvasBounds.x + canvasBounds.width / 2;
var centerY = canvasBounds.y + canvasBounds.height / 2;
right.alpha = x < centerX ? 1 - x / centerX : 0;
left.alpha = x > centerX ? (x - centerX) / (window.innerWidth - centerX): 0;
up.alpha = y < centerY ? 1 - y / centerY : 0;
down.alpha = y > centerY ? (y - centerY) / (window.innerHeight - centerY): 0;
}
function setupInput () {
if (!isMobileDevice()) {
document.addEventListener("mousemove", function (event) {
clientMouseX = event.clientX;
clientMouseY = event.clientY;
mouseMoved = true;
}, false);
} else {
var input = new spine.webgl.Input(canvas);
input.addListener({
down: function(x, y) {
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
if (temp.set(handle.x, handle.y, 0).distance(coords) < canvas.width * HANDLE_SIZE) {
dragging = true;
}
},
up: function(x, y) {
dragging = false;
},
dragged: function(x, y) {
if (dragging && x > 0 && x < canvas.width && y > 0 && y < canvas.height) {
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
handle.x = coords.x;
handle.y = coords.y;
calculateBlend(x, y, false);
}
}
});
}
}
function render () {
if (!isMobileDevice() && mouseMoved) calculateBlend(clientMouseX, clientMouseY, true);
timeKeeper.update();
var delta = timeKeeper.delta;
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
renderer.camera.viewportWidth = bounds.x * 1.4;
renderer.camera.viewportHeight = bounds.y * 1.4;
renderer.resize(spine.webgl.ResizeMode.Fit);
gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
renderer.begin();
renderer.drawSkeleton(skeleton, true);
if (isMobileDevice()) {
gl.lineWidth(2);
renderer.circle(true, handle.x, handle.y, canvas.width * HANDLE_SIZE, COLOR_INNER);
renderer.circle(false, handle.x, handle.y, canvas.width * HANDLE_SIZE, COLOR_OUTER);
gl.lineWidth(1);
}
renderer.end();
}
additiveBlendingDemo.loadingComplete = loadingComplete;
additiveBlendingDemo.render = render;
additiveBlendingDemo.DEMO_NAME = DEMO_NAME;
init();
};

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<html>
<meta charset="UTF-8">
<title>Clipping - Spine Demo</title>
<link rel="stylesheet" href="demos.css">
<script src="../../build/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<script src="utils.js"></script>
<script src="clipping.js"></script>
<body>
<center>
<div class="aspect standalone"></div>
<div id="clipping-playbutton"></div>
<div id="clipping-timeline" class="slider"></div>
<input id="clipping-drawtriangles" type="checkbox"></input> Draw triangles
</center>
<script>
spineDemos.init();
spineDemos.addDemo(clippingDemo, document.getElementsByClassName("aspect")[0]);
</script>
</body>
</html>

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var clippingDemo = function(canvas, bgColor) {
var gl, renderer, assetManager;
var skeleton, state, bounds;
var timeKeeper;
var playButton, timeline, isPlaying = true, playTime = 0;
var DEMO_NAME = "ClippingDemo";
if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
function init () {
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
gl = canvas.ctx.gl;
renderer = new spine.webgl.SceneRenderer(canvas, gl);
assetManager = spineDemos.assetManager;
var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas1.png");
assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas12.png");
assetManager.loadText(DEMO_NAME, "atlas1.atlas");
assetManager.loadJson(DEMO_NAME, "demos.json");
timeKeeper = new spine.TimeKeeper();
}
function loadingComplete () {
var atlas = new spine.TextureAtlas(assetManager.get(DEMO_NAME, "atlas1.atlas"), function(path) {
return assetManager.get(DEMO_NAME, path);
});
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
var skeletonJson = new spine.SkeletonJson(atlasLoader);
var skeletonData = skeletonJson.readSkeletonData(assetManager.get(DEMO_NAME, "demos.json")["spineboy"]);
skeleton = new spine.Skeleton(skeletonData);
state = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
state.setAnimation(0, "portal", true);
state.apply(skeleton);
skeleton.updateWorldTransform();
var offset = new spine.Vector2();
bounds = new spine.Vector2();
skeleton.getBounds(offset, bounds, []);
renderer.camera.position.x = offset.x + bounds.x + 200;
renderer.camera.position.y = offset.y + bounds.y / 2 + 100;
renderer.skeletonDebugRenderer.drawMeshHull = false;
renderer.skeletonDebugRenderer.drawMeshTriangles = false;
setupUI();
}
function setupUI() {
playButton = $("#clipping-playbutton");
var playButtonUpdate = function () {
isPlaying = !isPlaying;
if (isPlaying)
playButton.addClass("pause").removeClass("play");
else
playButton.addClass("play").removeClass("pause");
}
playButton.click(playButtonUpdate);
playButton.addClass("pause");
timeline = $("#clipping-timeline").data("slider");
timeline.changed = function (percent) {
if (isPlaying) playButton.click();
if (!isPlaying) {
var animationDuration = state.getCurrent(0).animation.duration;
var time = animationDuration * percent;
state.update(time - playTime);
state.apply(skeleton);
skeleton.updateWorldTransform();
playTime = time;
}
};
renderer.skeletonDebugRenderer.drawRegionAttachments = false;
renderer.skeletonDebugRenderer.drawClipping = false;
renderer.skeletonDebugRenderer.drawBones = false;
renderer.skeletonDebugRenderer.drawMeshHull = false;
renderer.skeletonDebugRenderer.drawMeshTriangles = false;
$("#clipping-drawtriangles").click(function() {
renderer.skeletonDebugRenderer.drawMeshHull = this.checked;
renderer.skeletonDebugRenderer.drawMeshTriangles = this.checked;
renderer.skeletonDebugRenderer.drawClipping = this.checked;
renderer.skeletonDebugRenderer.drawRegionAttachments = this.checked;
})
}
function render () {
timeKeeper.update();
var delta = timeKeeper.delta;
if (isPlaying) {
var animationDuration = state.getCurrent(0).animation.duration;
playTime += delta;
while (playTime >= animationDuration)
playTime -= animationDuration;
timeline.set(playTime / animationDuration);
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
}
renderer.camera.viewportWidth = bounds.x * 1.6;
renderer.camera.viewportHeight = bounds.y * 1.6;
renderer.resize(spine.webgl.ResizeMode.Fit);
gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
renderer.begin();
renderer.drawSkeleton(skeleton, true);
renderer.drawSkeletonDebug(skeleton, false, ["root"]);
renderer.end();
}
clippingDemo.loadingComplete = loadingComplete;
clippingDemo.render = render;
clippingDemo.DEMO_NAME = DEMO_NAME;
init();
};

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body, html {
margin: 0;
font-family: Tahoma;
font-size: 11pt;
}
body {
padding: 15px;
}
br {
display: block;
content: "";
margin-top: 15px;
}
h2 {
padding-top: 1em;
}
canvas {
position: absolute;
top: 0;
bottom: 0;
left: 0;
right: 0;
width: 100%;
height: 100%;
}
.aspect {
position: relative;
width: 100%;
}
.standalone {
width: 640px;
height: 480px;
}
.demo {
clear: both;
}
.demo-container {
float: left;
width: 58%;
}
.demo-text {
float: left;
width: 38%;
margin-left: 2%;
margin-right: 2%;
}
.timeline, .timeline td:nth-child(2) {
width: 100%;
}
.play {
background: black;
background-image: url("data:image/svg+xml;utf8,%3Csvg%20xmlns%3D%27http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%27%3E%3Cpath%20fill%3D%27%23F2F2F2%27%20d%3D%27M30.185%2C15.5L12.556%2C24.8V6.201L30.185%2C15.5z%27%2F%3E%3C%2Fsvg%3E");
width: 40px;
height: 30px;
}
.pause {
background: black;
background-image: url("data:image/svg+xml;utf8,%3Csvg%20xmlns%3D%27http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%27%3E%3Cpath%20fill%3D%22%23F2F2F2%22%20d%3D%22M26.94%2C6.978v17.045h-5.249V6.978H26.94z%22%2F%3E%3Cpath%20fill%3D%22%23F2F2F2%22%20d%3D%22M18.975%2C6.978v17.045h-5.249V6.978H18.975z%22%2F%3E%3C%2Fsvg%3E");
width: 40px;
height: 30px;
margin: 0;
}
.checkbox {
display: inline;
}
.slider {
width: 100%;
max-width: 800px;
border-radius: 3px;
text-align: left;
transform: translateZ(0);
background: #222;
display: inline-block;
}
.slider, .slider.filled span {
height: 15px;
border: 1px solid #c5c5c5;
}
.slider div {
position: absolute;
top: -2px;
width: 10px;
height: 17px;
background: white;
border: #000 1px solid;
border-radius: 2px;
z-index: 10;
}
.slider.filled {
border: 0;
}
.slider.filled div {
top: -1px;
margin-left: 1px;
}
.slider.filled span {
display: block;
position: absolute;
background: #3ea9f5;
border-top-left-radius: 3px;
border-bottom-left-radius: 3px;
z-index: 5;
}
.slider.filled span:last-child {
background: #222;
border-top-right-radius: 3px;
border-bottom-right-radius: 3px;
}
.overlay {
opacity: 1;
transition: opacity 0.5s ease;
z-index: 10;
}
.overlay-hide {
opacity: 0;
}
.overlay-label {
display: none;
}

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<!DOCTYPE html><html><head>
<meta charset="utf-8">
<title>Spine: Demos</title>
<link rel="stylesheet" href="demos.css">
<script src="https://code.jquery.com/jquery-3.2.1.min.js"></script>
<script src="../../build/spine-webgl.js"></script>
<script src="utils.js"></script>
<script src="spritesheets.js"></script>
<script src="imagechanges.js"></script>
<script src="transitions.js"></script>
<script src="meshes.js"></script>
<script src="skins.js"></script>
<script src="hoverboard.js"></script>
<script src="vine.js"></script>
<script src="clipping.js"></script>
<script src="stretchyman.js"></script>
<script src="tank.js"></script>
<script src="transforms.js"></script>
<script src="additiveblending.js"></script>
<script src="demos.js"></script>
</head>
<body>
<div id="demos" class="demos-page">
<div class="demo">
<div>
<div>
<h2 id="Spine-versus-sprites-sheets"><a href="#Spine-versus-sprite-sheets">Spine versus sprite sheets</a></h2>
<div class="demo-container">
<div class="aspect"></div>
<div class="resize"></div>
<div id="spritesheets-overlay" class="overlay-hide">
<div class="overlay-label" style="width:50%"><b>Spine</b><br><span class="hide-small">All animations, all frame rates<br></span><b>0.18 MB</b></div>
<div class="overlay-label" style="left:50%;width:50%"><b>Sprite sheet</b><br><span class="hide-small">1 second of animation @ 30FPS<br></span><b>3.39 MB = 18x larger!</b></div>
</div>
</div>
<div class="demo-text">
<div class="controls">
<div class="control" style="padding-bottom:0px">
<div class="control-label"><span>Animation speed</span></div>
<div class="slidervalue" id="spritesheets-timeslider-label">&nbsp;</div>
<div class="slider filled" id="spritesheets-timeslider"></div>
</div>
<div class="control" style="margin:0">
<div>
<button id="spritesheets-roar" class="btn unit-50">Roar</button>
<button id="spritesheets-jump" class="btn unit-50">Jump</button>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="demo">
<div>
<div>
<h2 id="Spine-with-frame-based-animation"><a href="#Spine-with-frame-based-animation">Spine with frame-based animation</a></h2>
<div class="demo-container">
<div class="aspect"></div>
<table class="timeline layout"><tr>
<td><div id="imagechanges-playbutton" class="pause"></div></td>
<td><div class="slider" id="imagechanges-timeline"></div></td>
</tr></table>
<div class="resize"></div>
</div>
<div class="demo-text">
<div class="controls">
<div class="control">
<label>Select a skeleton:</label>
<div class="select-container">
<select id="imagechanges-skeleton" size="2"></select>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="demo">
<div>
<div>
<h2 id="Transitions-and-layering"><a href="#Transitions-and-layering">Transitions and layering</a></h2>
<div class="demo-container">
<div class="aspect"></div>
<div id="transitions-overlay" class="overlay-hide">
<div class="overlay-label" style="left:25%;"><b>Smooth</b></div>
<div class="overlay-label" style="right:30%;"><b>Abrupt</b></div>
</div>
<div class="resize"></div>
</div>
<div class="demo-text">
<div class="controls">
<div class="control" style="margin:0">
<div>
<button id="transitions-die" class="btn unit-50">Die</button>
</div>
</div>
<div class="control" style="padding-bottom:0px">
<div class="control-label"><span>Animation speed</span></div>
<div class="slidervalue" id="transitions-timeslider-label">&nbsp;</div>
<div class="slider filled" id="transitions-timeslider"></div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="demo" id="demo-mesh-deformations">
<div>
<div>
<h2 id="Mesh-deformations"><a href="#Mesh-deformations">Mesh deformation</a></h2>
<div class="demo-container">
<div class="aspect"></div>
<table class="timeline layout"><tr>
<td><div id="meshes-playbutton" class="pause"></div></td>
<td><div class="slider" id="meshes-timeline"></div></td>
</tr></table>
<div class="resize"></div>
</div>
<div class="demo-text">
<div class="controls">
<div class="control" style="padding-bottom:0">
<label>Select a character:</label>
<div class="select-container">
<select id="meshes-skeleton" size="3"></select>
</div>
</div>
<div class="control" style="width:50%; display:inline-block; float:left; padding-bottom:6px">
<div class="checkbox">
<input type="checkbox" id="meshes-drawbonescheckbox" name="check">
<label for="meshes-drawbonescheckbox"></label>
</div>
<span style="cursor:pointer" onclick="$('#meshes-drawbonescheckbox').click()">Show bones</span>
</div>
<div class="control" style="width:50%; display:inline-block; padding-bottom:6px">
<div class="checkbox">
<input type="checkbox" id="meshes-drawmeshtrianglescheckbox" name="check">
<label for="meshes-drawmeshtrianglescheckbox"></label>
</div>
<span style="cursor:pointer" onclick="$('#meshes-drawmeshtrianglescheckbox').click()">Show triangles</span>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="demo" id="demo-skins">
<div>
<div>
<h2 id="Skins"><a href="#Skins">Skins</a></h2>
<div class="demo-container">
<div class="aspect"></div>
<div class="resize"></div>
</div>
<div class="demo-text">
<div class="controls">
<div class="control">
<label>Select a skin:</label>
<div class="select-container">
<select id="skins-skin"></select>
</div>
</div>
<div class="control" style="margin:0">
<div>
<button id="skins-randomizeattachments" class="btn unit-50">Randomize</button>
<button id="skins-swingsword" class="btn unit-50">Swing Sword</button>
</div>
</div>
<div class="control" style="padding-bottom:6px; padding-top:10px">
<div class="checkbox">
<input type="checkbox" id="skins-randomizeskins" name="check" checked="true">
<label for="skins-randomizeskins"></label>
</div>
<span style="cursor:pointer" onclick="$('#skins-randomizeskins').click()">Random skins</span>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="demo" id="demo-ik-constraint">
<div>
<div>
<h2 id="Inverse-kinematics"><a href="#Inverse-kinematics">Inverse kinematics</a></h2>
<div class="demo-container">
<div class="aspect"></div>
<div class="resize"></div>
</div>
<div class="demo-text">
<div class="controls">
<div class="control" style="margin:0">
<div>
<button id="hoverboard-shoot" class="btn unit-50">Shoot</button>
<button id="hoverboard-jump" class="btn unit-50">Jump</button>
</div>
</div>
<div class="control" style="width:50%; display:inline-block; float:left; padding-bottom:6px">
<div class="checkbox">
<input type="checkbox" id="hoverboard-aim" name="check">
<label for="hoverboard-aim"></label>
</div>
<span style="cursor:pointer" onclick="$('#hoverboard-aim').click()">Aim</span>
</div>
<div class="control" style="width:50%; display:inline-block; padding-bottom:6px">
<div class="checkbox">
<input type="checkbox" id="hoverboard-drawbones" name="check">
<label for="hoverboard-drawbones"></label>
</div>
<span style="cursor:pointer" onclick="$('#hoverboard-drawbones').click()">Show bones</span>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="demo" id="demo-path-constraint">
<div>
<div>
<h2 id="Path-constraints"><a href="#Path-constraints">Path constraints</a></h2>
<div class="demo-container">
<div class="aspect"></div>
<table class="timeline layout"><tr>
<td><div id="vine-playbutton" class="pause"></div></td>
<td><div class="slider" id="vine-timeline"></div></td>
</tr></table>
<div class="resize"></div>
</div>
<div class="demo-text">
<div class="controls">
<div class="control" style="padding-bottom:6px">
<div class="checkbox">
<input type="checkbox" id="vine-drawbones" name="check">
<label for="vine-drawbones"></label>
</div>
<span style="cursor:pointer" onclick="$('#vine-drawbones').click()">Show bones &amp; paths</span>
</div>
</div>
</div>
</div>
<div>
<div class="demo-container">
<div class="aspect"></div>
<div class="resize"></div>
</div>
<div class="demo-text">
<div class="controls">
<div class="control" style="padding-bottom:6px">
<div class="checkbox">
<input type="checkbox" id="stretchyman-drawbones" name="check">
<label for="stretchyman-drawbones"></label>
</div>
<span style="cursor:pointer" onclick="$('#stretchyman-drawbones').click()">Show bones &amp; paths</span>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="demo" id="demo-clipping">
<div>
<div>
<h2 id="Clipping"><a href="#Clipping">Clipping</a></h2>
<div class="demo-container">
<div class="aspect"></div>
<table class="timeline layout"><tr>
<td><div id="clipping-playbutton" class="pause"></div></td>
<td><div class="slider" id="clipping-timeline"></div></td>
</tr></table>
<div class="resize"></div>
</div>
<div class="demo-text">
<div class="controls">
<div class="control" style="padding-bottom:6px">
<div class="checkbox">
<input type="checkbox" id="clipping-drawtriangles" name="check">
<label for="clipping-drawtriangles"></label>
</div>
<span style="cursor:pointer" onclick="$('#clipping-drawtriangles').click()">Show triangles</span>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="demo" id="demo-transform-constraint">
<div>
<div>
<h2 id="Transform-constraints"><a href="#Transform-constraints">Transform constraints</a></h2>
<div class="demo-container">
<div class="aspect"></div>
<table class="timeline layout"><tr>
<td><div id="tank-playbutton" class="pause"></div></td>
<td><div class="slider" id="tank-timeline"></div></td>
</tr></table>
<div class="resize"></div>
</div>
<div class="demo-text">
<div class="controls">
<div class="control" style="padding-bottom:6px">
<div class="checkbox">
<input type="checkbox" id="tank-drawbones" name="check">
<label for="tank-drawbones" id="tank-drawbones-label"></label>
</div>
<span style="cursor:pointer" onclick="$('#tank-drawbones').click()">Show bones &amp; paths</span>
</div>
</div>
</div>
</div>
<div>
<div class="demo-container">
<div class="aspect"></div>
<div class="resize"></div>
</div>
<div class="demo-text">
<div class="controls">
<div class="control" style="padding-bottom:0px">
<div class="control-label"><span>Rotation offset</span></div>
<div class="slidervalue" id="transforms-rotationoffset-label">&nbsp;</div>
<div class="slider filled" id="transforms-rotationoffset"></div>
</div>
<div class="control" style="padding-bottom:0px">
<div class="control-label"><span>Translation mix</span></div>
<div class="slidervalue" id="transforms-translationmix-label">&nbsp;</div>
<div class="slider filled" id="transforms-translationmix"></div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="demo" id="demo-additive-blending">
<div>
<div>
<h2 id="Additive-blending"><a href="#Additive-blending">Additive Blending</a></h2>
<div class="demo-container">
<div class="aspect"></div>
<div class="resize"></div>
</div>
<div class="demo-text">
<div class="controls">
<div class="control" style="padding-bottom:6px">
</div>
</div>
</div>
</div>
</div>
</div>
</div>
</body></html>

View File

@@ -1,85 +0,0 @@
$(function () {
window.onerror = function(message, url, lineNo) {
alert("Error: " + message + "\n" + "URL:" + url + "\nLine: " + lineNo);
}
spineDemos.init();
spineDemos.assetManager = new spine.SharedAssetManager("assets/");
var demos = [
spritesheetsDemo,
imageChangesDemo,
transitionsDemo,
meshesDemo,
skinsDemo,
hoverboardDemo,
vineDemo,
clippingDemo,
stretchymanDemo,
tankDemo,
transformsDemo,
additiveBlendingDemo
];
var placeholders = document.getElementsByClassName("aspect");
for (var i = 0; i < demos.length; i++)
spineDemos.addDemo(demos[i], placeholders[i]);
function resizeSliders () {
$(".slider").each(function () {
$(this).data("slider").resized();
});
}
function windowResized () {
// Keep canvas from taking up whole screen.
$(".aspect").each(function () {
$(this).css("padding-bottom", Math.min(70.14, $(window).height() * 0.75 / $(this).width() * 100) + "%");
});
// Swap controls when media query puts text below canvas.
var below = $("#below").is(':visible');
$(".demo .description").each(function () {
var description = $(this);
var controls = description.children(".controls");
if (below || description.hasClass("fullsize"))
description.prepend(controls);
else
description.append(controls);
});
resizeSliders();
}
windowResized();
$(window).resize(windowResized);
$(".resize").click(function () {
var resizeButton = $(this);
var container = resizeButton.parent();
var parent = container.parent();
var overlayLabels = parent.find(".overlay-label");
var description = parent.children(".description");
var controls = description.children(".controls");
container.toggleClass("fullsize");
resizeButton.toggleClass("checked");
var offset = parseFloat(overlayLabels.css("bottom"));
description.toggleClass("fullsize");
if (description.hasClass("fullsize")) {
overlayLabels.css("bottom", offset * 1.666);
} else {
resizeSliders();
overlayLabels.css("bottom", offset / 1.666);
}
setTimeout(function() {
windowResized();
}, 500);
});
$(".checkbox-overlay").change(function () {
$(this).closest(".demo").find(".overlay").toggleClass("overlay-hide");
});
});

View File

@@ -1,25 +0,0 @@
<html>
<meta charset="UTF-8">
<title>IK Constraints - Spine Demo</title>
<link rel="stylesheet" href="demos.css">
<script src="../../build/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<script src="utils.js"></script>
<script src="hoverboard.js"></script>
<body>
<center>
<div class="aspect standalone"></div>
<input id="hoverboard-drawbones" type="checkbox"></input> Display Bones<br>
<input id="hoverboard-aim" type="checkbox"></input> Aim<br>
<button id="hoverboard-shoot">Shoot</button>
<button id="hoverboard-jump">Jump</button>
</center>
<script>
spineDemos.init();
spineDemos.addDemo(hoverboardDemo, document.getElementsByClassName("aspect")[0]);
</script>
</body>
</html>

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@@ -1,181 +0,0 @@
var hoverboardDemo = function(canvas, bgColor) {
var COLOR_INNER = new spine.Color(0.8, 0, 0, 0.5);
var COLOR_OUTER = new spine.Color(0.8, 0, 0, 0.8);
var COLOR_INNER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.5);
var COLOR_OUTER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.8);
var gl, renderer, input, assetManager;
var skeleton, state, bounds;
var timeKeeper, loadingScreen;
var target = null;
var hoverTargets = [];
var controlBones = ["hoverboard controller", "hip controller", "board target", "crosshair"];
var coords = new spine.webgl.Vector3(), temp = new spine.webgl.Vector3(), temp2 = new spine.Vector2(), temp3 = new spine.webgl.Vector3();
var isPlaying = true;
var DEMO_NAME = "HoverboardDemo";
if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
function init () {
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
gl = canvas.ctx.gl;
renderer = new spine.webgl.SceneRenderer(canvas, gl);
assetManager = spineDemos.assetManager;
var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas1.png");
assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas12.png");
assetManager.loadText(DEMO_NAME, "atlas1.atlas");
assetManager.loadJson(DEMO_NAME, "demos.json");
input = new spine.webgl.Input(canvas);
timeKeeper = new spine.TimeKeeper();
}
function loadingComplete () {
var atlas = new spine.TextureAtlas(assetManager.get(DEMO_NAME, "atlas1.atlas"), function(path) {
return assetManager.get(DEMO_NAME, path);
});
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
var skeletonJson = new spine.SkeletonJson(atlasLoader);
var skeletonData = skeletonJson.readSkeletonData(assetManager.get(DEMO_NAME, "demos.json")["spineboy"]);
skeleton = new spine.Skeleton(skeletonData);
state = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
state.setAnimation(0, "hoverboard", true);
state.apply(skeleton);
skeleton.updateWorldTransform();
var offset = new spine.Vector2();
bounds = new spine.Vector2();
skeleton.getBounds(offset, bounds, []);
for (var i = 0; i < controlBones.length; i++)
hoverTargets.push(null);
renderer.camera.position.x = offset.x + bounds.x / 2;
renderer.camera.position.y = offset.y + bounds.y / 2;
renderer.skeletonDebugRenderer.drawMeshHull = false;
renderer.skeletonDebugRenderer.drawMeshTriangles = false;
setupUI();
setupInput();
}
function setupUI () {
var checkbox = $("#hoverboard-drawbones");
renderer.skeletonDebugRenderer.drawRegionAttachments = false;
renderer.skeletonDebugRenderer.drawPaths = false;
renderer.skeletonDebugRenderer.drawBones = false;
checkbox.change(function() {
renderer.skeletonDebugRenderer.drawPaths = this.checked;
renderer.skeletonDebugRenderer.drawBones = this.checked;
});
var aimTrack = 1;
var shootAimTrack = 2;
var shootTrack = 3;
$("#hoverboard-aim").change(function () {
if (!this.checked)
state.setEmptyAnimation(aimTrack, 0.2);
else {
state.setEmptyAnimation(aimTrack, 0);
state.addAnimation(aimTrack, "aim", true, 0).mixDuration = 0.2;
}
});
$("#hoverboard-shoot").click(function () {
state.setAnimation(shootAimTrack, "aim", true);
state.setAnimation(shootTrack, "shoot", false).listener = {
complete: function (trackIndex) {
state.setEmptyAnimation(shootAimTrack, 0.2);
state.clearTrack(shootTrack);
}
};
});
$("#hoverboard-jump").click(function () {
state.setAnimation(aimTrack, "jump", false);
state.addEmptyAnimation(aimTrack, 0.5, 0);
if ($("#hoverboard-aim").prop("checked"))
state.addAnimation(aimTrack, "aim", true, 0.4).mixDuration = 0.2;
});
}
function setupInput () {
input.addListener({
down: function(x, y) {
isPlaying = false;
for (var i = 0; i < controlBones.length; i++) {
var bone = skeleton.findBone(controlBones[i]);
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
if (temp.set(bone.worldX, bone.worldY, 0).distance(coords) < 30) {
target = bone;
}
}
},
up: function(x, y) {
if (target && target.data.name == "crosshair") $("#hoverboard-shoot").click();
target = null;
},
dragged: function(x, y) {
if (target != null && x > 0 && x < canvas.width && y > 0 && y < canvas.height) {
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
if (target.parent !== null) {
target.parent.worldToLocal(temp2.set(coords.x, coords.y));
target.x = temp2.x;
target.y = temp2.y;
} else {
target.x = coords.x;
target.y = coords.y;
}
}
},
moved: function (x, y) {
for (var i = 0; i < controlBones.length; i++) {
var bone = skeleton.findBone(controlBones[i]);
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
if (temp.set(bone.worldX, bone.worldY, 0).distance(coords) < 30) {
hoverTargets[i] = bone;
} else {
hoverTargets[i] = null;
}
}
}
});
}
function render () {
timeKeeper.update();
var delta = timeKeeper.delta;
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
renderer.camera.viewportWidth = bounds.x * 1.2;
renderer.camera.viewportHeight = bounds.y * 1.2;
renderer.resize(spine.webgl.ResizeMode.Fit);
gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
renderer.begin();
renderer.drawSkeleton(skeleton, true);
renderer.drawSkeletonDebug(skeleton, false, ["root"]);
gl.lineWidth(2);
for (var i = 0; i < controlBones.length; i++) {
var bone = skeleton.findBone(controlBones[i]);
var colorInner = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_INNER : spineDemos.NON_HOVER_COLOR_INNER;
var colorOuter = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_OUTER : spineDemos.NON_HOVER_COLOR_OUTER;
renderer.circle(true, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorInner);
renderer.circle(false, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorOuter);
}
renderer.end();
gl.lineWidth(1);
}
hoverboardDemo.loadingComplete = loadingComplete;
hoverboardDemo.render = render;
hoverboardDemo.DEMO_NAME = DEMO_NAME;
init();
};

View File

@@ -1,24 +0,0 @@
<html>
<meta charset="UTF-8">
<title>Frame-by-frame - Spine Demo</title>
<link rel="stylesheet" href="demos.css">
<script src="../../build/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<script src="utils.js"></script>
<script src="imagechanges.js"></script>
<body>
<center>
<div class="aspect standalone"></div>
<div id="imagechanges-timeline" class="slider"></div>
<input id="imagechanges-playbutton" type="button" value="Pause"></input><br>
<select id="imagechanges-skeleton" size="2"></select>
</center>
<script>
spineDemos.init();
spineDemos.addDemo(imageChangesDemo, document.getElementsByClassName("aspect")[0]);
</script>
</body>
</html>

View File

@@ -1,198 +0,0 @@
var imageChangesDemo = function(canvas, bgColor) {
var OUTLINE_COLOR = new spine.Color(0, 0.8, 0, 1);
var canvas, gl, renderer, input, assetManager;
var skeleton, bounds;
var timeKeeper, loadingScreen;
var skeletons = {};
var activeSkeleton = "Alien";
var playButton, timeLine, isPlaying = true;
var DEMO_NAME = "ImageChangesDemo";
if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
function init () {
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
gl = canvas.ctx.gl;
renderer = new spine.webgl.SceneRenderer(canvas, gl);
assetManager = spineDemos.assetManager;
var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas1.png");
assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas12.png");
assetManager.loadText(DEMO_NAME, "atlas1.atlas");
assetManager.loadJson(DEMO_NAME, "demos.json");
timeKeeper = new spine.TimeKeeper();
}
function loadingComplete () {
skeletons["Alien"] = loadSkeleton("alien", "death", ["head", "splat-fg", "splat-bg"]);
skeletons["Dragon"] = loadSkeleton("dragon", "flying", ["R_wing"])
setupUI();
}
function setupUI() {
playButton = $("#imagechanges-playbutton");
var playButtonUpdate = function () {
isPlaying = !isPlaying;
if (isPlaying)
playButton.addClass("pause").removeClass("play");
else
playButton.addClass("play").removeClass("pause");
}
playButton.click(playButtonUpdate);
playButton.addClass("pause");
timeLine = $("#imagechanges-timeline").data("slider");
timeLine.changed = function (percent) {
if (isPlaying) playButton.click();
if (!isPlaying) {
var active = skeletons[activeSkeleton];
var animationDuration = active.state.getCurrent(0).animation.duration;
var time = animationDuration * percent;
active.state.update(time - active.playTime);
active.state.apply(active.skeleton);
active.skeleton.updateWorldTransform();
active.playTime = time;
}
};
var list = $("#imagechanges-skeleton");
for (var skeletonName in skeletons) {
var option = $("<option></option>");
option.attr("value", skeletonName).text(skeletonName);
if (skeletonName === activeSkeleton) option.attr("selected", "selected");
list.append(option);
}
list.change(function() {
activeSkeleton = $("#imagechanges-skeleton option:selected").text();
var active = skeletons[activeSkeleton];
var animationDuration = active.state.getCurrent(0).animation.duration;
timeLine.set(active.playTime / animationDuration);
})
}
function loadSkeleton(name, animation, sequenceSlots) {
var atlas = new spine.TextureAtlas(assetManager.get(DEMO_NAME, "atlas1.atlas"), function(path) {
return assetManager.get(DEMO_NAME, path);
});
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
var skeletonJson = new spine.SkeletonJson(atlasLoader);
var skeletonData = skeletonJson.readSkeletonData(assetManager.get(DEMO_NAME, "demos.json")[name]);
var skeleton = new spine.Skeleton(skeletonData);
skeleton.setSkinByName("default");
var state = new spine.AnimationState(new spine.AnimationStateData(skeletonData));
var anim = skeletonData.findAnimation(animation);
state.setAnimation(0, animation, true);
state.apply(skeleton);
skeleton.updateWorldTransform();
var offset = new spine.Vector2();
var size = new spine.Vector2();
skeleton.getBounds(offset, size, []);
var regions = [];
for(var i = 0; i < sequenceSlots.length; i++) {
var slot = skeleton.findSlot(sequenceSlots[i]);
sequenceSlots[i] = slot;
var index = slot.data.index;
for (var name in skeleton.skin.attachments[index])
regions.push(skeleton.skin.attachments[index][name]);
}
return {
atlas: atlas,
skeleton: skeleton,
state: state,
playTime: 0,
bounds: {
offset: offset,
size: size
},
slots: sequenceSlots,
regions: regions
};
}
function render () {
timeKeeper.update();
var delta = timeKeeper.delta;
var active = skeletons[activeSkeleton];
var skeleton = active.skeleton;
var state = active.state;
var offset = active.bounds.offset;
var size = active.bounds.size;
var x = offset.x + size.x + 100, offsetY = offset.y, zoom = 1;
if (activeSkeleton === "Alien") {
renderer.camera.position.x = offset.x + size.x + 400;
renderer.camera.position.y = offset.y + size.y / 2 + 450;
x += 400;
zoom = 0.31;
} else {
renderer.camera.position.x = offset.x + size.x;
renderer.camera.position.y = offset.y + size.y / 2;
x += 100;
}
renderer.camera.viewportWidth = size.x * 2.4 / zoom;
renderer.camera.viewportHeight = size.y * 1.4 / zoom;
renderer.resize(spine.webgl.ResizeMode.Fit);
gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
if (isPlaying) {
var animationDuration = state.getCurrent(0).animation.duration;
active.playTime += delta;
while (active.playTime >= animationDuration) {
active.playTime -= animationDuration;
}
timeLine.set(active.playTime / animationDuration);
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
}
renderer.begin();
renderer.drawSkeleton(skeleton, true);
var y = offsetY;
var slotsWidth = 0, slotsHeight = 0;
var slotSize = size.y / 3;
var maxSlotWidth = 0;
var j = 0;
for (var i = 0, n = active.regions.length; i < n; i++) {
var region = active.regions[i].region;
var scale = Math.min(slotSize / region.height, slotSize / region.width) / zoom;
renderer.drawRegion(region, x, y, region.width * scale, region.height * scale);
for (var ii = 0; ii < active.slots.length; ii++) {
var slot = active.slots[ii];
if (slot.attachment && slot.attachment.name === region.name) {
renderer.rect(false, x, y, region.width * scale, region.height * scale, OUTLINE_COLOR);
break;
}
}
maxSlotWidth = Math.max(maxSlotWidth, region.width * scale);
y += slotSize / zoom + 2;
j++;
if (j == 3) {
x += maxSlotWidth + 10;
maxSlotWidth = 0;
y = offsetY;
j = 0;
}
}
renderer.end();
}
imageChangesDemo.loadingComplete = loadingComplete;
imageChangesDemo.render = render;
imageChangesDemo.DEMO_NAME = DEMO_NAME;
init();
};

View File

@@ -1,26 +0,0 @@
<html>
<meta charset="UTF-8">
<title>Meshes - Spine Demo</title>
<link rel="stylesheet" href="demos.css">
<script src="../../build/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<script src="utils.js"></script>
<script src="meshes.js"></script>
<body>
<center>
<div class="aspect standalone"></div>
<div id="meshes-timeline" class="slider"></div>
<input id="meshes-playbutton" type="button" value="Pause"></input><br>
<select id="meshes-skeleton" size="3"></select><br>
<input type="checkbox" id="meshes-drawbonescheckbox" style="color: #fff;"></input> Draw bones<br>
<input type="checkbox" id="meshes-drawmeshtrianglescheckbox" style="color: #fff;"></input> Draw triangles<br>
</center>
<script>
spineDemos.init();
spineDemos.addDemo(meshesDemo, document.getElementsByClassName("aspect")[0]);
</script>
</body>
</html>

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@@ -1,158 +0,0 @@
var meshesDemo = function(canvas, bgColor) {
var canvas, gl, renderer, input, assetManager;
var skeleton, bounds;
var timeKeeper, loadingScreen;
var skeletons = {};
var activeSkeleton = "Orange Girl";
var playButton, timeline, isPlaying = true;
var DEMO_NAME = "MeshesDemo";
if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
function init () {
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
gl = canvas.ctx.gl;
renderer = new spine.webgl.SceneRenderer(canvas, gl);
renderer.skeletonDebugRenderer.drawRegionAttachments = false;
assetManager = spineDemos.assetManager;
var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas2.png");
assetManager.loadText(DEMO_NAME, "atlas2.atlas");
assetManager.loadJson(DEMO_NAME, "demos.json");
timeKeeper = new spine.TimeKeeper();
}
function loadingComplete () {
timeKeeper.update();
skeletons["Orange Girl"] = loadSkeleton("orangegirl", "animation");
skeletons["Green Girl"] = loadSkeleton("greengirl", "animation");
skeletons["Armor Girl"] = loadSkeleton("armorgirl", "animation");
setupUI();
}
function setupUI() {
playButton = $("#meshes-playbutton");
var playButtonUpdate = function () {
isPlaying = !isPlaying;
if (isPlaying)
playButton.addClass("pause").removeClass("play");
else
playButton.addClass("play").removeClass("pause");
}
playButton.click(playButtonUpdate);
playButton.addClass("pause");
timeline = $("#meshes-timeline").data("slider");
timeline.changed = function (percent) {
if (isPlaying) playButton.click();
if (!isPlaying) {
var active = skeletons[activeSkeleton];
var animationDuration = active.state.getCurrent(0).animation.duration;
var time = animationDuration * percent;
active.state.update(time - active.playTime);
active.state.apply(active.skeleton);
active.skeleton.updateWorldTransform();
active.playTime = time;
}
};
var list = $("#meshes-skeleton");
for (var skeletonName in skeletons) {
var option = $("<option></option>");
option.attr("value", skeletonName).text(skeletonName);
if (skeletonName === activeSkeleton) option.attr("selected", "selected");
list.append(option);
}
list.change(function() {
activeSkeleton = $("#meshes-skeleton option:selected").text();
var active = skeletons[activeSkeleton];
var animationDuration = active.state.getCurrent(0).animation.duration;
timeline.set(active.playTime / animationDuration);
})
renderer.skeletonDebugRenderer.drawBones = false;
$("#meshes-drawbonescheckbox").click(function() {
renderer.skeletonDebugRenderer.drawBones = this.checked;
})
renderer.skeletonDebugRenderer.drawMeshHull = false;
renderer.skeletonDebugRenderer.drawMeshTriangles = false;
$("#meshes-drawmeshtrianglescheckbox").click(function() {
renderer.skeletonDebugRenderer.drawMeshHull = this.checked;
renderer.skeletonDebugRenderer.drawMeshTriangles = this.checked;
})
}
function loadSkeleton(name, animation, sequenceSlots) {
var atlas = new spine.TextureAtlas(assetManager.get(DEMO_NAME, "atlas2.atlas"), function(path) {
return assetManager.get(DEMO_NAME, path);
});
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
var skeletonJson = new spine.SkeletonJson(atlasLoader);
var skeletonData = skeletonJson.readSkeletonData(assetManager.get(DEMO_NAME, "demos.json")[name]);
var skeleton = new spine.Skeleton(skeletonData);
skeleton.setSkinByName("default");
var state = new spine.AnimationState(new spine.AnimationStateData(skeletonData));
state.setAnimation(0, animation, true);
state.apply(skeleton);
skeleton.updateWorldTransform();
var offset = new spine.Vector2();
var size = new spine.Vector2();
skeleton.getBounds(offset, size, []);
return {
atlas: atlas,
skeleton: skeleton,
state: state,
playTime: 0,
bounds: {
offset: offset,
size: size
}
};
}
function render () {
timeKeeper.update();
var delta = timeKeeper.delta;
var active = skeletons[activeSkeleton];
var skeleton = active.skeleton;
var state = active.state;
var offset = active.bounds.offset;
var size = active.bounds.size;
renderer.camera.position.x = offset.x + size.x / 2;
renderer.camera.position.y = offset.y + size.y / 2 + 20;
renderer.camera.viewportWidth = size.x * 1.1;
renderer.camera.viewportHeight = size.y * 1.1;
renderer.resize(spine.webgl.ResizeMode.Fit);
gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
if (isPlaying) {
var animationDuration = state.getCurrent(0).animation.duration;
active.playTime += delta;
while (active.playTime >= animationDuration)
active.playTime -= animationDuration;
timeline.set(active.playTime / animationDuration);
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
}
renderer.begin();
renderer.drawSkeleton(skeleton, true);
renderer.drawSkeletonDebug(skeleton);
renderer.end();
}
meshesDemo.loadingComplete = loadingComplete;
meshesDemo.render = render;
meshesDemo.DEMO_NAME = DEMO_NAME;
init();
};

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@@ -1,25 +0,0 @@
<html>
<meta charset="UTF-8">
<title>Skins - Spine Demo</title>
<link rel="stylesheet" href="demos.css">
<script src="../../build/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<script src="utils.js"></script>
<script src="skins.js"></script>
<body>
<center>
<div class="aspect standalone"></div>
<select id="skins-skin"></select><br>
<button id="skins-randomizeattachments">Random Attachments</button>
<button id="skins-swingsword">Swing Sword</button><br>
<input id="skins-randomizeskins" type="checkbox" checked=true></input> Randomize skin
</center>
<script>
spineDemos.init();
spineDemos.addDemo(skinsDemo, document.getElementsByClassName("aspect")[0]);
</script>
</body>
</html>

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@@ -1,214 +0,0 @@
var skinsDemo = function(canvas, bgColor) {
var canvas, gl, renderer, input, assetManager;
var skeleton, state, offset, bounds;
var timeKeeper, loadingScreen;
var playButton, timeLine, isPlaying = true, playTime = 0;
var randomizeSkins, lastSkinChange = Date.now() / 1000, clickAnim = 0;
var DEMO_NAME = "SkinsDemo";
if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
function init () {
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
gl = canvas.ctx.gl;
renderer = new spine.webgl.SceneRenderer(canvas, gl);
assetManager = spineDemos.assetManager;
var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
assetManager.loadTexture(DEMO_NAME, textureLoader, "heroes.png");
assetManager.loadTexture(DEMO_NAME, textureLoader, "heroes2.png");
assetManager.loadText(DEMO_NAME, "heroes.atlas");
assetManager.loadJson(DEMO_NAME, "demos.json");
input = new spine.webgl.Input(canvas);
timeKeeper = new spine.TimeKeeper();
}
function loadingComplete () {
var atlas = new spine.TextureAtlas(assetManager.get(DEMO_NAME, "heroes.atlas"), function(path) {
return assetManager.get(DEMO_NAME, path);
});
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
var skeletonJson = new spine.SkeletonJson(atlasLoader);
var skeletonData = skeletonJson.readSkeletonData(assetManager.get(DEMO_NAME, "demos.json").heroes);
skeleton = new spine.Skeleton(skeletonData);
skeleton.setSkinByName("Assassin");
var stateData = new spine.AnimationStateData(skeleton.data);
stateData.defaultMix = 0.2;
stateData.setMix("roll", "run", 0);
stateData.setMix("jump", "run2", 0);
state = new spine.AnimationState(stateData);
setupAnimations(state);
state.apply(skeleton);
skeleton.updateWorldTransform();
offset = new spine.Vector2();
bounds = new spine.Vector2();
skeleton.getBounds(offset, bounds, []);
setupUI();
setupInput();
}
function setupInput (){
input.addListener({
down: function(x, y) {
swingSword();
},
up: function(x, y) { },
dragged: function(x, y) { },
moved: function (x, y) { }
});
}
function setupAnimations(state) {
state.addAnimation(0, "idle", true, 1);
state.addAnimation(0, "walk", true, 2);
state.addAnimation(0, "run", true, 4);
state.addAnimation(0, "roll", false, 3);
state.addAnimation(0, "run", true, 0);
state.addAnimation(0, "run2", true, 1.5);
state.addAnimation(0, "jump", false, 3);
state.addAnimation(0, "run2", true, 0);
state.addAnimation(0, "run", true, 1);
state.addAnimation(0, "idle", true, 3);
state.addAnimation(0, "idleTired", true, 0.5);
state.addAnimation(0, "idle", true, 2);
state.addAnimation(0, "walk2", true, 1);
state.addAnimation(0, "block", true, 3);
state.addAnimation(0, "punch1", false, 1.5);
state.addAnimation(0, "block", true, 0);
state.addAnimation(0, "punch1", false, 1.5);
state.addAnimation(0, "punch2", false, 0);
state.addAnimation(0, "block", true, 0);
state.addAnimation(0, "hitBig", false, 1.5);
state.addAnimation(0, "floorIdle", true, 0);
state.addAnimation(0, "floorGetUp", false, 1.5);
state.addAnimation(0, "idle", true, 0);
state.addAnimation(0, "meleeSwing1-fullBody", false, 1.5);
state.addAnimation(0, "idle", true, 0);
state.addAnimation(0, "meleeSwing2-fullBody", false, 1.5);
state.addAnimation(0, "idle", true, 0);
state.addAnimation(0, "idleTired", true, 0.5);
state.addAnimation(0, "crouchIdle", true, 1.5);
state.addAnimation(0, "crouchWalk", true, 2);
state.addAnimation(0, "crouchIdle", true, 2.5).listener = {
start: function (trackIndex) {
setupAnimations(state);
}
};
state.setAnimation(1, "empty", false, 0);
state.setAnimation(1, "hideSword", false, 2);
}
function setupUI() {
var list = $("#skins-skin");
for (var skin in skeleton.data.skins) {
skin = skeleton.data.skins[skin];
if (skin.name == "default") continue;
var option = $("<option></option>");
option.attr("value", skin.name).text(skin.name);
if (skin.name === "Assassin") {
option.attr("selected", "selected");
skeleton.setSkinByName("Assassin");
}
list.append(option);
}
list.change(function() {
activeSkin = $("#skins-skin option:selected").text();
skeleton.setSkinByName(activeSkin);
skeleton.setSlotsToSetupPose();
randomizeSkins.checked = false;
});
$("#skins-randomizeattachments").click(randomizeAttachments);
$("#skins-swingsword").click(swingSword);
randomizeSkins = document.getElementById("skins-randomizeskins");
}
function setSkin (skin) {
var slot = skeleton.findSlot("item_near");
var weapon = slot.getAttachment();
skeleton.setSkin(skin);
skeleton.setSlotsToSetupPose();
slot.setAttachment(weapon);
}
function swingSword () {
state.setAnimation(5, (clickAnim++ % 2 == 0) ? "meleeSwing2" : "meleeSwing1", false, 0);
}
function randomizeSkin () {
var result;
var count = 0;
for (var skin in skeleton.data.skins) {
if (skeleton.data.skins[skin].name === "default") continue;
if (Math.random() < 1/++count) {
result = skeleton.data.skins[skin];
}
}
setSkin(result);
$("#skins-skin option").filter(function() {
return ($(this).text() == result.name);
}).prop("selected", true);
}
function randomizeAttachments () {
var skins = [];
for (var skin in skeleton.data.skins) {
skin = skeleton.data.skins[skin];
if (skin.name === "default") continue;
skins.push(skin);
}
var newSkin = new spine.Skin("random-skin");
for (var slot = 0; slot < skeleton.slots.length; slot++) {
var skin = skins[(Math.random() * skins.length - 1) | 0];
var attachments = skin.attachments[slot];
for (var attachmentName in attachments) {
newSkin.setAttachment(slot, attachmentName, attachments[attachmentName]);
}
}
setSkin(newSkin);
randomizeSkins.checked = false;
}
function render () {
timeKeeper.update();
var delta = timeKeeper.delta;
if (randomizeSkins.checked) {
var now = Date.now() / 1000;
if (now - lastSkinChange > 2) {
randomizeSkin();
lastSkinChange = now;
}
}
renderer.camera.position.x = offset.x + bounds.x * 1.5 - 125;
renderer.camera.position.y = offset.y + bounds.y / 2;
renderer.camera.viewportWidth = bounds.x * 3;
renderer.camera.viewportHeight = bounds.y * 1.2;
renderer.resize(spine.webgl.ResizeMode.Fit);
gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
renderer.begin();
renderer.drawSkeleton(skeleton, true);
var texture = assetManager.get(DEMO_NAME, "heroes.png");
var width = bounds.x * 1.25;
var scale = width / texture.getImage().width;
var height = scale * texture.getImage().height;
renderer.drawTexture(texture, offset.x + bounds.x + 190, offset.y + bounds.y / 2 - height / 2 - 5, width, height);
renderer.end();
}
skinsDemo.loadingComplete = loadingComplete;
skinsDemo.render = render;
skinsDemo.DEMO_NAME = DEMO_NAME;
init();
};

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@@ -1,25 +0,0 @@
<html>
<meta charset="UTF-8">
<title>Spine vs Sprite Sheets - Spine Demo</title>
<link rel="stylesheet" href="demos.css">
<script src="../../build/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<script src="utils.js"></script>
<script src="spritesheets.js"></script>
<body>
<center>
<div class="aspect standalone"></div>
<button id="spritesheets-roar">Roar</button>
<button id="spritesheets-jump">Jump</button><br>
Time multiplier
<div id="spritesheets-timeslider" class="slider filled"></div>
</center>
<script>
spineDemos.init();
spineDemos.addDemo(spritesheetsDemo, document.getElementsByClassName("aspect")[0]);
</script>
</body>
</html>

View File

@@ -1,151 +0,0 @@
var spritesheetsDemo = function(canvas, bgColor) {
var SKELETON_ATLAS_COLOR = new spine.Color(0, 0.8, 0, 0.8);
var FRAME_ATLAS_COLOR = new spine.Color(0.8, 0, 0, 0.8);
var canvas, gl, renderer, input, assetManager;
var skeleton, animationState, offset, bounds;
var skeletonSeq, walkAnim, walkLastTime = 0, walkLastTimePrecise = 0;
var skeletonAtlas;
var viewportWidth, viewportHeight;
var frames = [], currFrame = 0, frameTime = 0, frameScale = 0, FPS = 30;
var timeKeeper, loadingScreen, input;
var playTime = 0, framePlaytime = 0, clickAnim = 0;
var DEMO_NAME = "SpritesheetsDemo";
if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
function init () {
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
gl = canvas.ctx.gl;
renderer = new spine.webgl.SceneRenderer(canvas, gl);
assetManager = spineDemos.assetManager;
var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas1.png");
assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas12.png");
assetManager.loadText(DEMO_NAME, "atlas1.atlas");
assetManager.loadJson(DEMO_NAME, "demos.json");
timeKeeper = new spine.TimeKeeper();
input = new spine.webgl.Input(canvas);
}
function loadingComplete () {
skeletonAtlas = new spine.TextureAtlas(assetManager.get(DEMO_NAME, "atlas1.atlas"), function(path) {
return assetManager.get(DEMO_NAME, path);
});
var atlasLoader = new spine.AtlasAttachmentLoader(skeletonAtlas);
var skeletonJson = new spine.SkeletonJson(atlasLoader);
var skeletonData = skeletonJson.readSkeletonData(assetManager.get(DEMO_NAME, "demos.json").raptor);
skeleton = new spine.Skeleton(skeletonData);
var stateData = new spine.AnimationStateData(skeleton.data);
stateData.defaultMix = 0.5;
stateData.setMix("jump", "walk", 0.3);
animationState = new spine.AnimationState(stateData);
animationState.setAnimation(0, "walk", true);
animationState.apply(skeleton);
skeleton.updateWorldTransform();
offset = new spine.Vector2();
bounds = new spine.Vector2();
skeleton.getBounds(offset, bounds, []);
skeleton.x -= 60;
skeletonSeq = new spine.Skeleton(skeletonData);
walkAnim = skeletonSeq.data.findAnimation("walk");
walkAnim.apply(skeletonSeq, 0, 0, true, null, 1, true, false);
skeletonSeq.x += bounds.x + 150;
viewportWidth = ((700 + bounds.x) - offset.x);
viewportHeight = ((0 + bounds.y) - offset.y);
resize();
setupUI();
setupInput();
$("#spritesheets-overlay").removeClass("overlay-hide");
$("#spritesheets-overlay").addClass("overlay");
}
function setupUI () {
timeSlider = $("#spritesheets-timeslider").data("slider");
timeSlider.set(0.5);
timeSliderLabel = $("#spritesheets-timeslider-label")[0];
}
function setupInput () {
input.addListener({
down: function(x, y) {
setAnimation((clickAnim++ % 2 == 0) ? "roar" : "jump");
},
up: function(x, y) { },
moved: function(x, y) { },
dragged: function(x, y) { }
});
$("#spritesheets-roar").click(function () {
setAnimation("roar");
});
$("#spritesheets-jump").click(function () {
setAnimation("jump");
});
}
function setAnimation (name) {
animationState.setAnimation(0, name, false);
animationState.addAnimation(0, "walk", true, 0);
}
function resize () {
renderer.camera.position.x = offset.x + viewportWidth / 2 - 25;
renderer.camera.position.y = offset.y + viewportHeight / 2 - 100;
renderer.camera.viewportWidth = viewportWidth * 1.2;
renderer.camera.viewportHeight = viewportHeight * 1.2;
renderer.resize(spine.webgl.ResizeMode.Fit);
}
function render () {
timeKeeper.update();
var delta = timeKeeper.delta;
resize();
delta *= timeSlider.get();
if (timeSliderLabel) {
var oldValue = timeSliderLabel.textContent;
var newValue = Math.round(timeSlider.get() * 100) + "%";
if (oldValue !== newValue) timeSliderLabel.textContent = newValue;
}
var animationDuration = animationState.getCurrent(0).animation.duration;
playTime += delta;
while (playTime >= animationDuration) {
playTime -= animationDuration;
}
walkLastTimePrecise += delta;
while (walkLastTimePrecise - walkLastTime > 1 / FPS) {
var newWalkTime = walkLastTime + 1 / FPS;
walkAnim.apply(skeletonSeq, walkLastTime, newWalkTime, true, null, 1, spine.MixBlend.setup, spine.MixDirection.mixIn);
walkLastTime = newWalkTime;
}
skeletonSeq.updateWorldTransform();
animationState.update(delta);
var current = animationState.getCurrent(0);
if (current.animation.name == "walk") current.trackTime = walkLastTimePrecise;
animationState.apply(skeleton);
skeleton.updateWorldTransform();
gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
renderer.begin();
var frame = frames[currFrame];
renderer.drawSkeleton(skeleton, true);
renderer.drawSkeleton(skeletonSeq, true);
renderer.end();
}
spritesheetsDemo.loadingComplete = loadingComplete;
spritesheetsDemo.render = render;
spritesheetsDemo.DEMO_NAME = DEMO_NAME;
init();
};

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@@ -1,22 +0,0 @@
<html>
<meta charset="UTF-8">
<title>Strechyman - Spine Demo</title>
<link rel="stylesheet" href="demos.css">
<script src="../../build/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<script src="utils.js"></script>
<script src="stretchyman.js"></script>
<body>
<center>
<div class="aspect standalone"></div>
<input id="stretchyman-drawbones" type="checkbox"></input> Display bones
</center>
<script>
spineDemos.init();
spineDemos.addDemo(stretchymanDemo, document.getElementsByClassName("aspect")[0]);
</script>
</body>
</html>

View File

@@ -1,188 +0,0 @@
var stretchymanDemo = function(canvas, bgColor) {
var COLOR_INNER = new spine.Color(0.8, 0, 0, 0.5);
var COLOR_OUTER = new spine.Color(0.8, 0, 0, 0.8);
var COLOR_INNER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.5);
var COLOR_OUTER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.8);
var canvas, gl, renderer, input, assetManager;
var skeleton, bounds, state;
var timeKeeper, loadingScreen;
var target = null;
var hoverTargets = [];
var controlBones = [
"back leg controller",
"front leg controller",
"back arm controller",
"front arm controller",
"head controller",
"hip controller"
];
var coords = new spine.webgl.Vector3(), temp = new spine.webgl.Vector3(), temp2 = new spine.Vector2(), temp3 = new spine.webgl.Vector3();
var kneePos = new spine.Vector2();
var playButton, timeLine, spacing, isPlaying = true, playTime = 0;
var DEMO_NAME = "StretchymanDemo";
if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
function init () {
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
gl = canvas.ctx.gl;
renderer = new spine.webgl.SceneRenderer(canvas, gl);
assetManager = spineDemos.assetManager;
var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
input = new spine.webgl.Input(canvas);
assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas2.png");
assetManager.loadText(DEMO_NAME, "atlas2.atlas");
assetManager.loadJson(DEMO_NAME, "demos.json");
timeKeeper = new spine.TimeKeeper();
}
function loadingComplete () {
var atlas = new spine.TextureAtlas(assetManager.get(DEMO_NAME, "atlas2.atlas"), function(path) {
return assetManager.get(DEMO_NAME, path);
});
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
var skeletonJson = new spine.SkeletonJson(atlasLoader);
var skeletonData = skeletonJson.readSkeletonData(assetManager.get(DEMO_NAME, "demos.json").stretchyman);
skeleton = new spine.Skeleton(skeletonData);
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
var offset = new spine.Vector2();
bounds = new spine.Vector2();
skeleton.getBounds(offset, bounds, []);
for (var i = 0; i < controlBones.length; i++) hoverTargets.push(null);
state = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
state.setAnimation(0, "idle", true);
renderer.camera.position.x = offset.x + bounds.x / 2;
renderer.camera.position.y = offset.y + bounds.y / 2;
renderer.skeletonDebugRenderer.drawMeshHull = false;
renderer.skeletonDebugRenderer.drawMeshTriangles = false;
setupUI();
setupInput();
}
function setupUI() {
var checkbox = $("#stretchyman-drawbones");
renderer.skeletonDebugRenderer.drawPaths = false;
renderer.skeletonDebugRenderer.drawBones = false;
checkbox.change(function() {
renderer.skeletonDebugRenderer.drawPaths = this.checked;
renderer.skeletonDebugRenderer.drawBones = this.checked;
});
}
function setupInput (){
input.addListener({
down: function(x, y) {
for (var i = 0; i < controlBones.length; i++) {
var bone = skeleton.findBone(controlBones[i]);
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30) {
target = bone;
}
}
},
up: function(x, y) {
target = null;
},
dragged: function(x, y) {
if (target != null && x > 0 && x < canvas.width && y > 0 && y < canvas.height) {
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
if (target.parent !== null)
target.parent.worldToLocal(temp2.set(coords.x - skeleton.x, coords.y - skeleton.y));
else
temp2.set(coords.x - skeleton.x, coords.y - skeleton.y);
target.x = temp2.x;
target.y = temp2.y;
if (target.data.name === "head controller") {
var hipControl = skeleton.findBone("hip controller");
target.x = spine.MathUtils.clamp(target.x, -65, 65);
target.y = Math.max(260, target.y);
}
}
},
moved: function (x, y) {
for (var i = 0; i < controlBones.length; i++) {
var bone = skeleton.findBone(controlBones[i]);
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30) {
hoverTargets[i] = bone;
} else {
hoverTargets[i] = null;
}
}
}
});
}
function center (middleBone, hipBone, footBone, amount, dir) {
temp.set(footBone.worldX + skeleton.x, footBone.worldY + skeleton.y, 0)
.sub(temp3.set(hipBone.worldX + skeleton.x, hipBone.worldY + skeleton.y, 0));
var dist = Math.sqrt(temp.x * temp.x + temp.y * temp.y);
temp3.set(hipBone.worldX + skeleton.x, hipBone.worldY + skeleton.y, 0);
temp.scale(0.5).add(temp3);
middleBone.parent.worldToLocal(kneePos.set(temp.x, temp.y));
middleBone.x = kneePos.x;
middleBone.y = kneePos.y;
middleBone.children[0].y = (22 + Math.max(0, amount - dist * 0.3)) * dir;
}
function rotate (handBone, elbowBone) {
// can do all this in world space cause handBone is essentially in world space
var v = coords.set(handBone.worldX, handBone.worldY, 0).sub(new spine.webgl.Vector3(elbowBone.worldX, elbowBone.worldY, 0)).normalize();
var angle = Math.acos(v.x) * spine.MathUtils.radiansToDegrees + 180;
if (v.y < 0) angle = 360 - angle;
handBone.rotation = angle;
}
function render () {
timeKeeper.update();
var delta = timeKeeper.delta;
state.update(delta);
state.apply(skeleton);
center(skeleton.findBone("back leg middle"), skeleton.findBone("back leg 1"), skeleton.findBone("back leg controller"), 65, 1);
center(skeleton.findBone("front leg middle"), skeleton.findBone("front leg 1"), skeleton.findBone("front leg controller"), 65, 1);
center(skeleton.findBone("front arm middle"), skeleton.findBone("front arm 1"), skeleton.findBone("front arm controller"), 90, -1);
center(skeleton.findBone("back arm middle"), skeleton.findBone("back arm 1"), skeleton.findBone("back arm controller"), 90, -1);
rotate(skeleton.findBone("front arm controller"), skeleton.findBone("front arm elbow"));
rotate(skeleton.findBone("back arm controller"), skeleton.findBone("back arm elbow"));
var headControl = skeleton.findBone("head controller"), hipControl = skeleton.findBone("hip controller")
var head = skeleton.findBone("head");
var angle = Math.atan2(headControl.worldY - hipControl.worldY, headControl.worldX - hipControl.worldX) * spine.MathUtils.radDeg;
angle = (angle - 90) * 2.5;
head.rotation = head.data.rotation + Math.min(90, Math.abs(angle)) * Math.sign(angle);
skeleton.updateWorldTransform();
renderer.camera.viewportWidth = bounds.x * 1.2;
renderer.camera.viewportHeight = bounds.y * 1.5;
renderer.resize(spine.webgl.ResizeMode.Fit);
gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
renderer.begin();
renderer.drawSkeleton(skeleton, true);
renderer.drawSkeletonDebug(skeleton, false, ["root"]);
gl.lineWidth(2);
for (var i = 0; i < controlBones.length; i++) {
var bone = skeleton.findBone(controlBones[i]);
var colorInner = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_INNER : spineDemos.NON_HOVER_COLOR_INNER;
var colorOuter = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_OUTER : spineDemos.NON_HOVER_COLOR_OUTER;
renderer.circle(true, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorInner);
renderer.circle(false, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorOuter);
}
renderer.end();
gl.lineWidth(1);
}
stretchymanDemo.loadingComplete = loadingComplete;
stretchymanDemo.render = render;
stretchymanDemo.DEMO_NAME = DEMO_NAME;
init();
};

View File

@@ -1,24 +0,0 @@
<html>
<meta charset="UTF-8">
<title>Tank - Spine Demo</title>
<link rel="stylesheet" href="demos.css">
<script src="../../build/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<script src="utils.js"></script>
<script src="tank.js"></script>
<body>
<center>
<div class="aspect standalone"></div>
<div id="tank-timeline" class="slider"></div>
<input id="tank-playbutton" type="button" value="Pause"></input><br>
<input id="tank-drawbones" type="checkbox"></input> Display bones
</center>
<script>
spineDemos.init();
spineDemos.addDemo(tankDemo, document.getElementsByClassName("aspect")[0]);
</script>
</body>
</html>

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@@ -1,121 +0,0 @@
var tankDemo = function(canvas, bgColor) {
var canvas, gl, renderer, input, assetManager;
var skeleton, state, offset, bounds;
var timeKeeper;
var playButton, timeLine, isPlaying = true, playTime = 0;
var DEMO_NAME = "TankDemo";
if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
function init () {
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
gl = canvas.ctx.gl;
renderer = new spine.webgl.SceneRenderer(canvas, gl);
assetManager = spineDemos.assetManager;
var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas2.png");
assetManager.loadText(DEMO_NAME, "atlas2.atlas");
assetManager.loadJson(DEMO_NAME, "demos.json");
timeKeeper = new spine.TimeKeeper();
}
function loadingComplete () {
var atlas = new spine.TextureAtlas(assetManager.get(DEMO_NAME, "atlas2.atlas"), function(path) {
return assetManager.get(DEMO_NAME, path);
});
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
var skeletonJson = new spine.SkeletonJson(atlasLoader);
var skeletonData = skeletonJson.readSkeletonData(assetManager.get(DEMO_NAME, "demos.json").tank);
skeleton = new spine.Skeleton(skeletonData);
state = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
state.setAnimation(0, "drive", true);
state.apply(skeleton);
skeleton.updateWorldTransform();
offset = new spine.Vector2();
bounds = new spine.Vector2();
offset.x = -1204.22;
bounds.x = 1914.52;
bounds.y = 965.78;
// skeleton.getBounds(offset, bounds);
renderer.skeletonDebugRenderer.drawRegionAttachments = false;
renderer.skeletonDebugRenderer.drawMeshHull = false;
renderer.skeletonDebugRenderer.drawMeshTriangles = false;
setupUI();
}
function setupUI() {
playButton = $("#tank-playbutton");
var playButtonUpdate = function () {
isPlaying = !isPlaying;
if (isPlaying)
playButton.addClass("pause").removeClass("play");
else
playButton.addClass("play").removeClass("pause");
}
playButton.click(playButtonUpdate);
playButton.addClass("pause");
timeLine = $("#tank-timeline").data("slider");
timeLine.changed = function (percent) {
if (isPlaying) playButton.click();
if (!isPlaying) {
var animationDuration = state.getCurrent(0).animation.duration;
var time = animationDuration * percent;
state.update(time - playTime);
state.apply(skeleton);
skeleton.updateWorldTransform();
playTime = time;
}
};
renderer.skeletonDebugRenderer.drawPaths = false;
renderer.skeletonDebugRenderer.drawBones = false;
$("#tank-drawbones").change(function() {
renderer.skeletonDebugRenderer.drawPaths = this.checked;
renderer.skeletonDebugRenderer.drawBones = this.checked;
});
}
function render () {
timeKeeper.update();
var delta = timeKeeper.delta;
if (isPlaying) {
var animationDuration = state.getCurrent(0).animation.duration;
playTime += delta;
while (playTime >= animationDuration)
playTime -= animationDuration;
timeLine.set(playTime / animationDuration);
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
}
offset.x = skeleton.findBone("tankRoot").worldX;
offset.y = skeleton.findBone("tankRoot").worldY;
renderer.camera.position.x = offset.x - 300;
renderer.camera.position.y = bounds.y - 505;
renderer.camera.viewportWidth = bounds.x * 1.2;
renderer.camera.viewportHeight = bounds.y * 1.2;
renderer.resize(spine.webgl.ResizeMode.Fit);
gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
renderer.begin();
renderer.drawSkeleton(skeleton, true);
renderer.drawSkeletonDebug(skeleton, true);
renderer.end();
}
tankDemo.loadingComplete = loadingComplete;
tankDemo.render = render;
tankDemo.DEMO_NAME = DEMO_NAME;
init();
};

View File

@@ -1,25 +0,0 @@
<html>
<meta charset="UTF-8">
<title>Transform Constraints - Spine Demo</title>
<link rel="stylesheet" href="demos.css">
<script src="../../build/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<script src="utils.js"></script>
<script src="transforms.js"></script>
<body>
<center>
<div class="aspect standalone"></div>
Rotation offset
<div id="transforms-rotationoffset" class="slider filled"></div><br>
Translation mix
<div id="transforms-translationmix" class="slider filled"></div>
</center>
<script>
spineDemos.init();
spineDemos.addDemo(transformsDemo, document.getElementsByClassName("aspect")[0]);
</script>
</body>
</html>

View File

@@ -1,177 +0,0 @@
var transformsDemo = function(canvas, bgColor) {
var COLOR_INNER = new spine.Color(0.8, 0, 0, 0.5);
var COLOR_OUTER = new spine.Color(0.8, 0, 0, 0.8);
var COLOR_INNER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.5);
var COLOR_OUTER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.8);
var canvas, gl, renderer, input, assetManager;
var skeleton, state, bounds;
var timeKeeper;
var rotateHandle;
var target = null;
var hoverTargets = [null, null, null];
var controlBones = ["wheel2overlay", "wheel3overlay", "rotate-handle"];
var coords = new spine.webgl.Vector3(), temp = new spine.webgl.Vector3(), temp2 = new spine.Vector2();
var lastRotation = 0;
var mix, lastOffset = 0, lastMix = 0.5;
var DEMO_NAME = "TransformsDemo";
if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
function init () {
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
gl = canvas.ctx.gl;
renderer = new spine.webgl.SceneRenderer(canvas, gl);
assetManager = spineDemos.assetManager;
var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas2.png");
assetManager.loadText(DEMO_NAME, "atlas2.atlas");
assetManager.loadJson(DEMO_NAME, "demos.json");
input = new spine.webgl.Input(canvas);
timeKeeper = new spine.TimeKeeper();
}
function loadingComplete () {
var atlas = new spine.TextureAtlas(assetManager.get(DEMO_NAME, "atlas2.atlas"), function(path) {
return assetManager.get(DEMO_NAME, path);
});
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
var skeletonJson = new spine.SkeletonJson(atlasLoader);
var skeletonData = skeletonJson.readSkeletonData(assetManager.get(DEMO_NAME, "demos.json").transforms);
skeleton = new spine.Skeleton(skeletonData);
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
var offset = new spine.Vector2();
bounds = new spine.Vector2();
skeleton.getBounds(offset, bounds, []);
state = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
rotateHandle = skeleton.findBone("rotate-handle");
renderer.camera.position.x = offset.x + bounds.x / 2;
renderer.camera.position.y = offset.y + bounds.y / 2;
renderer.skeletonDebugRenderer.drawRegionAttachments = false;
renderer.skeletonDebugRenderer.drawMeshHull = false;
renderer.skeletonDebugRenderer.drawMeshTriangles = false;
setupUI();
setupInput();
}
function setupUI() {
var rotationOffset = $("#transforms-rotationoffset").data("slider");
rotationOffset.changed = function (percent) {
var val = percent * 360 - 180;
var delta = val - lastOffset;
lastOffset = val;
skeleton.findTransformConstraint("wheel2").data.offsetRotation += delta;
skeleton.findTransformConstraint("wheel3").data.offsetRotation += delta;
$("#transforms-rotationoffset-label").text(Math.round(val) + "°");
};
$("#transforms-rotationoffset-label").text("0°");
var translationMix = $("#transforms-translationmix").data("slider");
translationMix.set(0.5);
translationMix.changed = function (percent) {
var val = percent;
var delta = val - lastMix;
lastMix = val;
skeleton.findTransformConstraint("wheel1").translateMix += delta;
$("#transforms-translationmix-label").text(Math.round(val * 100) + "%");
};
$("#transforms-translationmix-label").text("50%");
}
function setupInput() {
var getRotation = function(x, y) {
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
var wheel1 = skeleton.findBone("wheel1overlay");
var v = coords.sub(new spine.webgl.Vector3(wheel1.worldX, wheel1.worldY, 0)).normalize();
var angle = Math.acos(v.x) * spine.MathUtils.radiansToDegrees;
if (v.y < 0) angle = 360 - angle;
return angle;
}
input.addListener({
down: function(x, y) {
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
for (var i = 0; i < controlBones.length; i++) {
var bone = skeleton.findBone(controlBones[i]);
if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30) {
target = bone;
if (target === rotateHandle) lastRotation = getRotation(x, y);
}
}
},
up: function(x, y) {
target = null;
},
dragged: function(x, y) {
if (target != null && x > 0 && x < canvas.width && y > 0 && y < canvas.height) {
if (target === rotateHandle) {
var rotation = getRotation(x, y);
var delta = rotation - lastRotation;
skeleton.findBone("wheel1").rotation += delta;
lastRotation = rotation;
} else {
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
if (target.parent !== null) {
target.parent.worldToLocal(temp2.set(coords.x - skeleton.x, coords.y - skeleton.y));
target.x = temp2.x;
target.y = temp2.y;
} else {
target.x = coords.x - skeleton.x;
target.y = coords.y - skeleton.y;
}
}
}
},
moved: function (x, y) {
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
for (var i = 0; i < controlBones.length; i++) {
var bone = skeleton.findBone(controlBones[i]);
if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30) {
hoverTargets[i] = bone;
} else {
hoverTargets[i] = null;
}
}
}
})
}
function render () {
timeKeeper.update();
var delta = timeKeeper.delta;
skeleton.updateWorldTransform();
renderer.camera.viewportWidth = bounds.x * 1.6;
renderer.camera.viewportHeight = bounds.y * 1.2;
renderer.resize(spine.webgl.ResizeMode.Fit);
gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
renderer.begin();
renderer.drawSkeleton(skeleton, true);
renderer.drawSkeletonDebug(skeleton, false, ["root", "rotate-handle"]);
gl.lineWidth(2);
for (var i = 0; i < controlBones.length; i++) {
var bone = skeleton.findBone(controlBones[i]);
var colorInner = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_INNER : spineDemos.NON_HOVER_COLOR_INNER;
var colorOuter = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_OUTER : spineDemos.NON_HOVER_COLOR_OUTER;
renderer.circle(true, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorInner);
renderer.circle(false, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorOuter);
}
gl.lineWidth(1);
renderer.end();
}
transformsDemo.loadingComplete = loadingComplete;
transformsDemo.render = render;
transformsDemo.DEMO_NAME = DEMO_NAME;
init();
};

View File

@@ -1,24 +0,0 @@
<html>
<meta charset="UTF-8">
<title>Transitions - Spine Demo</title>
<link rel="stylesheet" href="demos.css">
<script src="../../build/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<script src="utils.js"></script>
<script src="transitions.js"></script>
<body>
<center>
<div class="aspect standalone"></div>
Time multiplier
<div id="transitions-timeslider" class="slider filled"></div><br>
<button id="transitions-die">Die</button>
</center>
<script>
spineDemos.init();
spineDemos.addDemo(transitionsDemo, document.getElementsByClassName("aspect")[0]);
</script>
</body>
</html>

View File

@@ -1,141 +0,0 @@
var transitionsDemo = function(canvas, loadingComplete, bgColor) {
var OUTLINE_COLOR = new spine.Color(0, 0.8, 0, 1);
var canvas, gl, renderer, input, assetManager;
var skeleton, skeletonNoMix, state, stateNoMix, bounds;
var timeSlider, timeSliderLabel;
var timeKeeper;
var DEMO_NAME = "TransitionsDemo";
if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
function init () {
timeSlider = $("#transitions-timeslider").data("slider");
timeSlider.set(0.5);
timeSliderLabel = $("#transitions-timeslider-label")[0];
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
gl = canvas.ctx.gl;
renderer = new spine.webgl.SceneRenderer(canvas, gl);
assetManager = spineDemos.assetManager;
var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas1.png");
assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas12.png");
assetManager.loadText(DEMO_NAME, "atlas1.atlas");
assetManager.loadJson(DEMO_NAME, "demos.json");
input = new spine.webgl.Input(canvas);
timeKeeper = new spine.TimeKeeper();
}
function loadingComplete () {
skeleton = loadSkeleton("spineboy");
skeletonNoMix = new spine.Skeleton(skeleton.data);
state = createState(0.25);
state.multipleMixing = true;
setAnimations(state, 0, 0);
stateNoMix = createState(0);
setAnimations(stateNoMix, -0.25, 0);
state.apply(skeleton);
skeleton.updateWorldTransform();
bounds = { offset: new spine.Vector2(), size: new spine.Vector2() };
skeleton.getBounds(bounds.offset, bounds.size, []);
setupInput();
$("#transitions-overlay").removeClass("overlay-hide");
$("#transitions-overlay").addClass("overlay");
}
function setupInput() {
$("#transitions-die").click(function () {
var entry = state.setAnimation(0, "death", false);
setAnimations(state, 0, true, 0);
entry.next.mixDuration = 0.1;
var entry = stateNoMix.setAnimation(0, "death", false);
setAnimations(stateNoMix, -0.25, -0.25 + -0.1);
});
}
function createState (mix) {
var stateData = new spine.AnimationStateData(skeleton.data);
stateData.defaultMix = mix;
var state = new spine.AnimationState(stateData);
return state;
}
function setAnimations (state, delay, first) {
state.addAnimation(0, "idle", true, first);
state.addAnimation(0, "walk", true, 0.6);
state.addAnimation(0, "jump", false, 1);
state.addAnimation(0, "run", true, delay);
state.addAnimation(0, "walk", true, 1.2);
state.addAnimation(0, "run", true, 0.5);
state.addAnimation(0, "jump", false, 1);
state.addAnimation(0, "run", true, delay);
state.addAnimation(0, "jump", true, 0.5);
state.addAnimation(0, "walk", true, delay).listener = {
start: function (trackIndex) {
setAnimations(state, delay, 0.6);
}
};
}
function loadSkeleton(name) {
var atlas = new spine.TextureAtlas(assetManager.get(DEMO_NAME, "atlas1.atlas"), function(path) {
return assetManager.get(DEMO_NAME, path);
});
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
var skeletonJson = new spine.SkeletonJson(atlasLoader);
var skeletonData = skeletonJson.readSkeletonData(assetManager.get(DEMO_NAME, "demos.json")[name]);
var skeleton = new spine.Skeleton(skeletonData);
skeleton.setSkinByName("default");
return skeleton;
}
function render () {
timeKeeper.update();
var delta = timeKeeper.delta * timeSlider.get();
if (timeSliderLabel) {
var oldValue = timeSliderLabel.textContent;
var newValue = Math.round(timeSlider.get() * 100) + "%";
if (oldValue !== newValue) timeSliderLabel.textContent = newValue;
}
var offset = bounds.offset;
var size = bounds.size;
renderer.camera.position.x = offset.x + size.x - 50;
renderer.camera.position.y = offset.y + size.y / 2 - 40;
renderer.camera.viewportWidth = size.x * 2;
renderer.camera.viewportHeight = size.y * 2;
renderer.resize(spine.webgl.ResizeMode.Fit);
gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
renderer.begin();
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
skeleton.x = -200;
skeleton.y = -100;
renderer.drawSkeleton(skeleton, true);
stateNoMix.update(delta);
stateNoMix.apply(skeletonNoMix);
skeletonNoMix.updateWorldTransform();
skeletonNoMix.x = size.x + 45;
skeletonNoMix.y = -100;
renderer.drawSkeleton(skeletonNoMix, true);
renderer.end();
}
transitionsDemo.loadingComplete = loadingComplete;
transitionsDemo.render = render;
transitionsDemo.DEMO_NAME = DEMO_NAME;
init();
};

View File

@@ -1,177 +0,0 @@
var spineDemos = {
HOVER_COLOR_INNER: new spine.Color(0.478, 0, 0, 0.25),
HOVER_COLOR_OUTER: new spine.Color(1, 1, 1, 1),
NON_HOVER_COLOR_INNER: new spine.Color(0.478, 0, 0, 0.5),
NON_HOVER_COLOR_OUTER: new spine.Color(1, 0, 0, 0.8),
assetManager: new spine.SharedAssetManager("assets/"),
demos: [],
loopRunning: false,
canvases: []
};
window.onerror = function (msg, url, lineNo, columnNo, error) {
var string = msg.toLowerCase();
var substring = "script error";
if (string.indexOf(substring) > -1){
alert('Script Error: See Browser Console for Detail');
} else {
var message = [
'Message: ' + msg,
'URL: ' + url,
'Line: ' + lineNo,
'Column: ' + columnNo,
'Error object: ' + JSON.stringify(error)
].join(' - ');
alert(message);
}
return false;
};
(function () {
var timeKeeper = new spine.TimeKeeper();
function loop () {
timeKeeper.update();
if (spineDemos.log) console.log(timeKeeper.delta + ", " + timeKeeper.framesPerSecond);
requestAnimationFrame(loop);
var demos = spineDemos.demos;
for (var i = 0; i < demos.length; i++) {
var demo = demos[i];
checkElementVisible(demo);
renderDemo(demo);
}
}
function renderDemo(demo) {
var canvas = demo.canvas;
if (!spineDemos.assetManager.isLoadingComplete(demo.DEMO_NAME)) {
if (demo.visible) {
if (canvas.parentElement != demo.placeholder) {
$(canvas).detach();
demo.placeholder.appendChild(canvas);
}
demo.loadingScreen.draw();
}
} else {
if (!demo.loaded) {
demo.loadingComplete();
demo.loaded = true;
}
if (demo.visible) {
if (canvas.parentElement != demo.placeholder) {
$(canvas).detach();
demo.placeholder.appendChild(canvas);
}
if (spineDemos.log) console.log("Rendering " + canvas.id);
demo.render();
demo.loadingScreen.draw(true);
}
}
}
function checkElementVisible(demo) {
const rect = demo.placeholder.getBoundingClientRect();
const windowHeight = (window.innerHeight || document.documentElement.clientHeight);
const windowWidth = (window.innerWidth || document.documentElement.clientWidth);
const vertInView = (rect.top <= windowHeight * 1.1) && ((rect.top + rect.height) >= windowHeight * -0.1);
const horInView = (rect.left <= windowWidth * 1.1) && ((rect.left + rect.width) >= windowWidth * -0.1);
demo.visible = (vertInView && horInView);
}
function createCanvases (numCanvases) {
for (var i = 0; i < numCanvases; i++) {
var canvas = document.createElement("canvas");
canvas.width = 1; canvas.height = 1;
canvas.ctx = new spine.webgl.ManagedWebGLRenderingContext(canvas, { alpha: false });
canvas.id = "canvas-" + i;
spineDemos.canvases.push(canvas);
}
}
spineDemos.init = function () {
var numCanvases = 5;
var isFirefox = navigator.userAgent.toLowerCase().indexOf('firefox') > -1;
var isAndroid = navigator.userAgent.toLowerCase().indexOf("android") > -1;
if (isFirefox && isAndroid) numCanvases = 2;
createCanvases(numCanvases);
loadSliders();
requestAnimationFrame(loop);
}
spineDemos.addDemo = function (demo, placeholder) {
var canvas = spineDemos.canvases[spineDemos.demos.length % spineDemos.canvases.length];
demo(canvas);
demo.placeholder = placeholder;
demo.canvas = canvas;
demo.visible = false;
var renderer = new spine.webgl.SceneRenderer(canvas, canvas.ctx.gl);
demo.loadingScreen = new spine.webgl.LoadingScreen(renderer);
$(window).on('DOMContentLoaded load resize scroll', function() {
checkElementVisible(demo);
renderDemo(demo);
});
checkElementVisible(demo);
spineDemos.demos.push(demo);
}
loadSliders = function () {
$(window).resize(function() {
$(".slider").each(function () {
$(this).data("slider").resized();
});
});
$(".slider").each(function () {
var div = $(this), handle = $("<div/>").appendTo(div);
var bg1, bg2;
if (div.hasClass("filled")) {
bg1 = $("<span/>").appendTo(div)[0].style;
bg2 = $("<span/>").appendTo(div)[0].style;
}
var hw = handle.width(), value = 0, object, lastX;
handle = handle[0].style;
positionHandle(0);
function positionHandle (percent) {
var w = div.width();
var x = Math.round((w - hw - 3) * percent + 1);
if (x != lastX) {
lastX = x;
handle.transform = "translateX(" + x + "px)";
if (bg1) {
var w1 = x + hw / 2;
bg1.width = w1 + "px";
bg2.width = (w - w1) + "px";
bg2.left = w1 + "px";
}
}
value = percent;
}
function mouseEvent (e) {
var x = e.pageX;
if (!x && e.originalEvent.touches) x = e.originalEvent.touches[0].pageX;
var percent = Math.max(0, Math.min(1, (x - div.offset().left - hw / 2) / (div.width() - hw - 2)));
positionHandle(percent);
if (object.changed) object.changed(percent);
}
function clearEvents () {
$(document).off("mouseup.slider mousemove.slider touchmove.slider touchend.slider");
}
div.on("mousedown touchstart", function (e) {
mouseEvent(e);
e.preventDefault(); // Disable text selection.
$(document).on("mousemove.slider touchmove.slider", mouseEvent).on("mouseup.slider touchend.slider", clearEvents);
});
div.data("slider", object = {
set: positionHandle,
get: function () { return value; },
resized: function () {
lastX = null;
positionHandle(value);
}
});
});
}
})();

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@@ -1,24 +0,0 @@
<html>
<meta charset="UTF-8">
<title>Path Constraints - Spine Demo</title>
<link rel="stylesheet" href="demos.css">
<script src="../../build/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<script src="utils.js"></script>
<script src="vine.js"></script>
<body>
<center>
<div class="aspect standalone"></div>
<div id="vine-timeline" class="slider"></div>
<input id="vine-playbutton" type="button" value="Pause"></input><br>
<input id="vine-drawbones" type="checkbox"></input> Display bones &amp; path
</center>
<script>
spineDemos.init();
spineDemos.addDemo(vineDemo, document.getElementsByClassName("aspect")[0]);
</script>
</body>
</html>

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@@ -1,181 +0,0 @@
var vineDemo = function(canvas, bgColor) {
var COLOR_INNER = new spine.Color(0.8, 0, 0, 0.5);
var COLOR_OUTER = new spine.Color(0.8, 0, 0, 0.8);
var COLOR_INNER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.5);
var COLOR_OUTER_SELECTED = new spine.Color(0.0, 0, 0.8, 0.8);
var canvas, gl, renderer, input, assetManager;
var skeleton, state, bounds;
var timeKeeper;
var target = null;
var hoverTargets = [null, null, null, null, null, null];
var controlBones = ["base", "vine-control1", "vine-control2", "vine-control3", "vine-control4"];
var coords = new spine.webgl.Vector3(), temp = new spine.webgl.Vector3(), temp2 = new spine.Vector2();
var playButton, timeLine, isPlaying = true, playTime = 0;
var DEMO_NAME = "VineDemo";
if (!bgColor) bgColor = new spine.Color(235 / 255, 239 / 255, 244 / 255, 1);
function init () {
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
gl = canvas.ctx.gl;
renderer = new spine.webgl.SceneRenderer(canvas, gl);
input = new spine.webgl.Input(canvas);
assetManager = spineDemos.assetManager;
var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
assetManager.loadTexture(DEMO_NAME, textureLoader, "atlas2.png");
assetManager.loadText(DEMO_NAME, "atlas2.atlas");
assetManager.loadJson(DEMO_NAME, "demos.json");
timeKeeper = new spine.TimeKeeper();
}
function loadingComplete () {
var atlas = new spine.TextureAtlas(assetManager.get(DEMO_NAME, "atlas2.atlas"), function(path) {
return assetManager.get(DEMO_NAME, path);
});
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
var skeletonJson = new spine.SkeletonJson(atlasLoader);
var skeletonData = skeletonJson.readSkeletonData(assetManager.get(DEMO_NAME, "demos.json").vine);
skeleton = new spine.Skeleton(skeletonData);
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
var offset = new spine.Vector2();
bounds = new spine.Vector2();
skeleton.getBounds(offset, bounds, []);
state = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
state.setAnimation(0, "animation", true);
state.apply(skeleton);
skeleton.updateWorldTransform();
renderer.camera.position.x = offset.x + bounds.x / 2;
renderer.camera.position.y = offset.y + bounds.y / 2;
renderer.skeletonDebugRenderer.drawMeshHull = false;
renderer.skeletonDebugRenderer.drawMeshTriangles = false;
setupUI();
setupInput();
}
function setupUI() {
playButton = $("#vine-playbutton");
var playButtonUpdate = function () {
isPlaying = !isPlaying;
if (isPlaying)
playButton.addClass("pause").removeClass("play");
else
playButton.addClass("play").removeClass("pause");
}
playButton.click(playButtonUpdate);
playButton.addClass("pause");
timeLine = $("#vine-timeline").data("slider");
timeLine.changed = function (percent) {
if (isPlaying) playButton.click();
if (!isPlaying) {
var animationDuration = state.getCurrent(0).animation.duration;
time = animationDuration * percent;
state.update(time - playTime);
state.apply(skeleton);
skeleton.updateWorldTransform();
playTime = time;
}
};
renderer.skeletonDebugRenderer.drawPaths = false;
renderer.skeletonDebugRenderer.drawBones = false;
var checkbox = $("#vine-drawbones");
checkbox.change(function() {
renderer.skeletonDebugRenderer.drawPaths = this.checked;
renderer.skeletonDebugRenderer.drawBones = this.checked;
});
}
function setupInput() {
input.addListener({
down: function(x, y) {
for (var i = 0; i < controlBones.length; i++) {
var bone = skeleton.findBone(controlBones[i]);
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30) {
target = bone;
}
}
},
up: function(x, y) {
target = null;
},
dragged: function(x, y) {
if (target != null && x > 0 && x < canvas.width && y > 0 && y < canvas.height) {
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
if (target.parent !== null) {
target.parent.worldToLocal(temp2.set(coords.x - skeleton.x, coords.y - skeleton.y));
target.x = temp2.x;
target.y = temp2.y;
} else {
target.x = coords.x - skeleton.x;
target.y = coords.y - skeleton.y;
}
}
},
moved: function (x, y) {
for (var i = 0; i < controlBones.length; i++) {
var bone = skeleton.findBone(controlBones[i]);
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height);
if (temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30) {
hoverTargets[i] = bone;
} else {
hoverTargets[i] = null;
}
}
}
});
}
function render () {
timeKeeper.update();
var delta = timeKeeper.delta;
if (isPlaying) {
var animationDuration = state.getCurrent(0).animation.duration;
playTime += delta;
while (playTime >= animationDuration) {
playTime -= animationDuration;
}
timeLine.set(playTime / animationDuration);
state.update(delta);
state.apply(skeleton);
}
skeleton.updateWorldTransform();
renderer.camera.viewportWidth = bounds.x * 1.2;
renderer.camera.viewportHeight = bounds.y * 1.2;
renderer.resize(spine.webgl.ResizeMode.Fit);
gl.clearColor(bgColor.r, bgColor.g, bgColor.b, bgColor.a);
gl.clear(gl.COLOR_BUFFER_BIT);
renderer.begin();
renderer.drawSkeleton(skeleton, true);
renderer.drawSkeletonDebug(skeleton);
gl.lineWidth(2);
for (var i = 0; i < controlBones.length; i++) {
var bone = skeleton.findBone(controlBones[i]);
var colorInner = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_INNER : spineDemos.NON_HOVER_COLOR_INNER;
var colorOuter = hoverTargets[i] !== null ? spineDemos.HOVER_COLOR_OUTER : spineDemos.NON_HOVER_COLOR_OUTER;
renderer.circle(true, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorInner);
renderer.circle(false, skeleton.x + bone.worldX, skeleton.y + bone.worldY, 20, colorOuter);
}
gl.lineWidth(1);
renderer.end();
}
vineDemo.loadingComplete = loadingComplete;
vineDemo.render = render;
vineDemo.DEMO_NAME = DEMO_NAME;
init();
};

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@@ -1,55 +0,0 @@
coin-pma.png
size: 1024,1024
format: RGBA8888
filter: Linear,Linear
repeat: none
coin-front-logo
rotate: false
xy: 2, 570
size: 305, 302
orig: 305, 302
offset: 0, 0
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coin-front-shine-logo
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size: 282, 282
orig: 282, 282
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coin-front-shine-spineboy
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size: 282, 282
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coin-front-spineboy
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size: 305, 302
orig: 305, 302
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coin-side-round
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size: 144, 282
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coin-side-straight
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xy: 286, 286
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orig: 17, 282
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shine
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xy: 148, 39
size: 72, 245
orig: 72, 245
offset: 0, 0
index: -1

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goblins-pma.png
size: 1024,128
format: RGBA8888
filter: Linear,Linear
repeat: none
dagger
rotate: false
xy: 2, 18
size: 26, 108
orig: 26, 108
offset: 0, 0
index: -1
goblin/eyes-closed
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size: 34, 12
orig: 34, 12
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goblin/head
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size: 103, 66
orig: 103, 66
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goblin/left-arm
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size: 37, 35
orig: 37, 35
offset: 0, 0
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goblin/left-foot
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xy: 609, 61
size: 65, 31
orig: 65, 31
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index: -1
goblin/left-hand
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xy: 840, 21
size: 36, 41
orig: 36, 41
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goblin/left-lower-leg
rotate: false
xy: 504, 56
size: 33, 70
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goblin/left-shoulder
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size: 29, 44
orig: 29, 44
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goblin/left-upper-leg
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size: 33, 73
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goblin/neck
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goblin/pelvis
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goblin/right-arm
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goblin/right-foot
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goblin/right-hand
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goblin/right-lower-leg
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goblin/right-shoulder
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size: 39, 45
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goblin/right-upper-leg
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xy: 675, 63
size: 34, 63
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goblin/torso
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goblin/undie-straps
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goblin/undies
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goblingirl/left-hand
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goblingirl/left-lower-leg
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goblingirl/left-shoulder
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xy: 633, 13
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orig: 28, 46
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goblingirl/left-upper-leg
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xy: 574, 56
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goblingirl/neck
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goblingirl/pelvis
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goblingirl/right-arm
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goblingirl/right-foot
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goblingirl/right-hand
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goblingirl/right-lower-leg
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goblingirl/right-shoulder
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goblingirl/right-upper-leg
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goblingirl/torso
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goblingirl/undie-straps
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goblingirl/undies
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shield
rotate: false
xy: 432, 54
size: 70, 72
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@@ -1,195 +0,0 @@
owl-pma.png
size: 1024,512
format: RGBA8888
filter: Linear,Linear
repeat: none
L_eye-closed
rotate: true
xy: 512, 5
size: 90, 86
orig: 90, 86
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L_eye-light
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L_eye-pupil
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@@ -1,272 +0,0 @@
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index: -1
visor
rotate: false
xy: 631, 237
size: 131, 84
orig: 131, 84
offset: 0, 0
index: -1

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spineboy-pma.png
size: 1024,256
format: RGBA8888
filter: Linear,Linear
repeat: none
crosshair
rotate: false
xy: 813, 160
size: 45, 45
orig: 45, 45
offset: 0, 0
index: -1
eye-indifferent
rotate: false
xy: 569, 2
size: 47, 45
orig: 47, 45
offset: 0, 0
index: -1
eye-surprised
rotate: true
xy: 643, 7
size: 47, 45
orig: 47, 45
offset: 0, 0
index: -1
front-bracer
rotate: false
xy: 811, 51
size: 29, 40
orig: 29, 40
offset: 0, 0
index: -1
front-fist-closed
rotate: false
xy: 807, 93
size: 38, 41
orig: 38, 41
offset: 0, 0
index: -1
front-fist-open
rotate: false
xy: 815, 210
size: 43, 44
orig: 43, 44
offset: 0, 0
index: -1
front-foot
rotate: true
xy: 706, 64
size: 63, 35
orig: 63, 35
offset: 0, 0
index: -1
front-shin
rotate: false
xy: 80, 11
size: 41, 92
orig: 41, 92
offset: 0, 0
index: -1
front-thigh
rotate: false
xy: 754, 12
size: 23, 56
orig: 23, 56
offset: 0, 0
index: -1
front-upper-arm
rotate: false
xy: 618, 5
size: 23, 49
orig: 23, 49
offset: 0, 0
index: -1
goggles
rotate: false
xy: 214, 20
size: 131, 83
orig: 131, 83
offset: 0, 0
index: -1
gun
rotate: true
xy: 347, 14
size: 105, 102
orig: 105, 102
offset: 0, 0
index: -1
head
rotate: false
xy: 80, 105
size: 136, 149
orig: 136, 149
offset: 0, 0
index: -1
hoverboard-board
rotate: true
xy: 2, 8
size: 246, 76
orig: 246, 76
offset: 0, 0
index: -1
hoverboard-thruster
rotate: false
xy: 478, 2
size: 30, 32
orig: 30, 32
offset: 0, 0
index: -1
hoverglow-small
rotate: true
xy: 218, 117
size: 137, 38
orig: 137, 38
offset: 0, 0
index: -1
mouth-grind
rotate: true
xy: 775, 80
size: 47, 30
orig: 47, 30
offset: 0, 0
index: -1
mouth-oooo
rotate: true
xy: 779, 31
size: 47, 30
orig: 47, 30
offset: 0, 0
index: -1
mouth-smile
rotate: true
xy: 783, 207
size: 47, 30
orig: 47, 30
offset: 0, 0
index: -1
muzzle-glow
rotate: false
xy: 779, 4
size: 25, 25
orig: 25, 25
offset: 0, 0
index: -1
muzzle-ring
rotate: false
xy: 451, 14
size: 25, 105
orig: 25, 105
offset: 0, 0
index: -1
muzzle01
rotate: true
xy: 664, 60
size: 67, 40
orig: 67, 40
offset: 0, 0
index: -1
muzzle02
rotate: true
xy: 580, 56
size: 68, 42
orig: 68, 42
offset: 0, 0
index: -1
muzzle03
rotate: true
xy: 478, 36
size: 83, 53
orig: 83, 53
offset: 0, 0
index: -1
muzzle04
rotate: true
xy: 533, 49
size: 75, 45
orig: 75, 45
offset: 0, 0
index: -1
muzzle05
rotate: true
xy: 624, 56
size: 68, 38
orig: 68, 38
offset: 0, 0
index: -1
neck
rotate: false
xy: 806, 8
size: 18, 21
orig: 18, 21
offset: 0, 0
index: -1
portal-bg
rotate: false
xy: 258, 121
size: 133, 133
orig: 133, 133
offset: 0, 0
index: -1
portal-flare1
rotate: true
xy: 690, 2
size: 56, 30
orig: 56, 30
offset: 0, 0
index: -1
portal-flare2
rotate: false
xy: 510, 3
size: 57, 31
orig: 57, 31
offset: 0, 0
index: -1
portal-flare3
rotate: true
xy: 722, 4
size: 58, 30
orig: 58, 30
offset: 0, 0
index: -1
portal-shade
rotate: false
xy: 393, 121
size: 133, 133
orig: 133, 133
offset: 0, 0
index: -1
portal-streaks1
rotate: false
xy: 528, 126
size: 126, 128
orig: 126, 128
offset: 0, 0
index: -1
portal-streaks2
rotate: false
xy: 656, 129
size: 125, 125
orig: 125, 125
offset: 0, 0
index: -1
rear-bracer
rotate: false
xy: 826, 13
size: 28, 36
orig: 28, 36
offset: 0, 0
index: -1
rear-foot
rotate: true
xy: 743, 70
size: 57, 30
orig: 57, 30
offset: 0, 0
index: -1
rear-shin
rotate: false
xy: 174, 14
size: 38, 89
orig: 38, 89
offset: 0, 0
index: -1
rear-thigh
rotate: false
xy: 783, 158
size: 28, 47
orig: 28, 47
offset: 0, 0
index: -1
rear-upper-arm
rotate: true
xy: 783, 136
size: 20, 44
orig: 20, 44
offset: 0, 0
index: -1
torso
rotate: false
xy: 123, 13
size: 49, 90
orig: 49, 90
offset: 0, 0
index: -1

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stretchyman-pma.png
size: 1024,256
format: RGBA8888
filter: Linear,Linear
repeat: none
back-arm
rotate: false
xy: 149, 45
size: 72, 202
orig: 72, 202
offset: 0, 0
index: -1
back-leg
rotate: true
xy: 312, 4
size: 100, 318
orig: 100, 318
offset: 0, 0
index: -1
body
rotate: true
xy: 223, 106
size: 141, 452
orig: 141, 452
offset: 0, 0
index: -1
front-arm
rotate: false
xy: 2, 26
size: 145, 221
orig: 145, 221
offset: 0, 0
index: -1
head
rotate: false
xy: 223, 2
size: 87, 102
orig: 87, 102
offset: 0, 0
index: -1

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tank-pma.png
size: 1024,1024
format: RGBA8888
filter: Linear,Linear
repeat: none
antenna
rotate: true
xy: 2, 712
size: 11, 152
orig: 11, 152
offset: 0, 0
index: -1
cannon
rotate: false
xy: 222, 694
size: 466, 29
orig: 466, 29
offset: 0, 0
index: -1
cannon-connector
rotate: true
xy: 82, 654
size: 56, 68
orig: 56, 68
offset: 0, 0
index: -1
ground
rotate: false
xy: 2, 175
size: 512, 177
orig: 512, 177
offset: 0, 0
index: -1
guntower
rotate: false
xy: 647, 347
size: 365, 145
orig: 365, 145
offset: 0, 0
index: -1
machinegun
rotate: false
xy: 690, 694
size: 166, 29
orig: 166, 29
offset: 0, 0
index: -1
machinegun-mount
rotate: true
xy: 858, 687
size: 36, 48
orig: 36, 48
offset: 0, 0
index: -1
rock
rotate: false
xy: 664, 607
size: 290, 64
orig: 290, 64
offset: 0, 0
index: -1
smoke-glow
rotate: false
xy: 946, 673
size: 50, 50
orig: 50, 50
offset: 0, 0
index: -1
smoke-puff01-bg
rotate: false
xy: 312, 630
size: 92, 62
orig: 92, 62
offset: 0, 0
index: -1
smoke-puff01-fg
rotate: false
xy: 222, 633
size: 88, 59
orig: 88, 59
offset: 0, 0
index: -1
smoke-puff02-fg
rotate: false
xy: 406, 630
size: 92, 62
orig: 92, 62
offset: 0, 0
index: -1
smoke-puff03-fg
rotate: false
xy: 500, 630
size: 92, 62
orig: 92, 62
offset: 0, 0
index: -1
smoke-puff04-fg
rotate: false
xy: 2, 662
size: 78, 48
orig: 78, 48
offset: 0, 0
index: -1
tank-bottom
rotate: false
xy: 2, 354
size: 643, 138
orig: 643, 138
offset: 0, 0
index: -1
tank-bottom-shadow
rotate: false
xy: 2, 2
size: 646, 171
orig: 646, 171
offset: 0, 0
index: -1
tank-top
rotate: false
xy: 195, 494
size: 704, 111
orig: 704, 111
offset: 0, 0
index: -1
tread
rotate: false
xy: 172, 708
size: 48, 15
orig: 48, 15
offset: 0, 0
index: -1
tread-inside
rotate: true
xy: 156, 710
size: 13, 14
orig: 13, 14
offset: 0, 0
index: -1
wheel-big
rotate: false
xy: 97, 540
size: 96, 96
orig: 96, 96
offset: 0, 0
index: -1
wheel-big-overlay
rotate: false
xy: 2, 559
size: 93, 93
orig: 93, 93
offset: 0, 0
index: -1
wheel-mid
rotate: false
xy: 152, 638
size: 68, 68
orig: 68, 68
offset: 0, 0
index: -1
wheel-mid-overlay
rotate: false
xy: 594, 624
size: 68, 68
orig: 68, 68
offset: 0, 0
index: -1
wheel-small
rotate: false
xy: 908, 687
size: 36, 36
orig: 36, 36
offset: 0, 0
index: -1

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vine-pma.png
size: 128,1024
format: RGBA8888
filter: Linear,Linear
repeat: none
vine
rotate: false
xy: 2, 2
size: 68, 962
orig: 68, 962
offset: 0, 0
index: -1

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<html>
<script src="../../build/spine-webgl.js"></script>
<style>
* { margin: 0; padding: 0; }
body, html { height: 100% }
canvas { position: absolute; width: 100% ;height: 100%; }
</style>
<body>
<canvas id="canvas"></canvas>
<script>
var canvas;
var gl;
var shader;
var batcher;
var mvp = new spine.webgl.Matrix4();
var assetManager;
var skeletonRenderer;
var lastFrameTime;
var spineboy;
function init () {
// Setup canvas and WebGL context. We pass alpha: false to canvas.getContext() so we don't use premultiplied alpha when
// loading textures. That is handled separately by PolygonBatcher.
canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var config = { alpha: false };
gl = canvas.getContext("webgl", config) || canvas.getContext("experimental-webgl", config);
if (!gl) {
alert('WebGL is unavailable.');
return;
}
// Create a simple shader, mesh, model-view-projection matrix, SkeletonRenderer, and AssetManager.
shader = spine.webgl.Shader.newTwoColoredTextured(gl);
batcher = new spine.webgl.PolygonBatcher(gl);
mvp.ortho2d(0, 0, canvas.width - 1, canvas.height - 1);
skeletonRenderer = new spine.webgl.SkeletonRenderer(gl);
assetManager = new spine.webgl.AssetManager(gl);
// Tell AssetManager to load the resources for each skeleton, including the exported .skel file, the .atlas file and the .png
// file for the atlas. We then wait until all resources are loaded in the load() method.
assetManager.loadBinary("assets/spineboy-pro.skel");
assetManager.loadTextureAtlas("assets/spineboy-pma.atlas");
requestAnimationFrame(load);
}
function load () {
// Wait until the AssetManager has loaded all resources, then load the skeletons.
if (assetManager.isLoadingComplete()) {
spineboy = loadSpineboy("run", true);
lastFrameTime = Date.now() / 1000;
requestAnimationFrame(render); // Loading is done, call render every frame.
} else {
requestAnimationFrame(load);
}
}
function loadSpineboy (initialAnimation, premultipliedAlpha) {
// Load the texture atlas from the AssetManager.
var atlas = assetManager.get("assets/spineboy-pma.atlas");
// Create a AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
// Create a SkeletonBinary instance for parsing the .skel file.
var skeletonBinary = new spine.SkeletonBinary(atlasLoader);
// Set the scale to apply during parsing, parse the file, and create a new skeleton.
skeletonBinary.scale = 1;
var skeletonData = skeletonBinary.readSkeletonData(assetManager.get("assets/spineboy-pro.skel"));
var skeleton = new spine.Skeleton(skeletonData);
var bounds = calculateSetupPoseBounds(skeleton);
// Create an AnimationState, and set the initial animation in looping mode.
var animationStateData = new spine.AnimationStateData(skeleton.data);
var animationState = new spine.AnimationState(animationStateData);
animationState.setAnimation(0, initialAnimation, true);
// Pack everything up and return to caller.
return { skeleton: skeleton, state: animationState, bounds: bounds, premultipliedAlpha: premultipliedAlpha };
}
function calculateSetupPoseBounds (skeleton) {
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
var offset = new spine.Vector2();
var size = new spine.Vector2();
skeleton.getBounds(offset, size, []);
return { offset: offset, size: size };
}
function render () {
var now = Date.now() / 1000;
var delta = now - lastFrameTime;
lastFrameTime = now;
// Update the MVP matrix to adjust for canvas size changes
resize();
gl.clearColor(0.3, 0.3, 0.3, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// Apply the animation state based on the delta time.
var skeleton = spineboy.skeleton;
var state = spineboy.state;
var premultipliedAlpha = spineboy.premultipliedAlpha;
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
// Bind the shader and set the texture and model-view-projection matrix.
shader.bind();
shader.setUniformi(spine.webgl.Shader.SAMPLER, 0);
shader.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, mvp.values);
// Start the batch and tell the SkeletonRenderer to render the active skeleton.
batcher.begin(shader);
skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
skeletonRenderer.draw(batcher, skeleton);
batcher.end();
shader.unbind();
requestAnimationFrame(render);
}
function resize () {
var w = canvas.clientWidth;
var h = canvas.clientHeight;
if (canvas.width != w || canvas.height != h) {
canvas.width = w;
canvas.height = h;
}
// Calculations to center the skeleton in the canvas.
var bounds = spineboy.bounds;
var centerX = bounds.offset.x + bounds.size.x / 2;
var centerY = bounds.offset.y + bounds.size.y / 2;
var scaleX = bounds.size.x / canvas.width;
var scaleY = bounds.size.y / canvas.height;
var scale = Math.max(scaleX, scaleY) * 1.2;
if (scale < 1) scale = 1;
var width = canvas.width * scale;
var height = canvas.height * scale;
mvp.ortho2d(centerX - width / 2, centerY - height / 2, width, height);
gl.viewport(0, 0, canvas.width, canvas.height);
}
init();
</script>
</body>
</html>

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@@ -1,333 +0,0 @@
<html>
<script src="../../build/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<style>
* { margin: 0; padding: 0; }
body, html { height: 100% }
canvas { position: absolute; width: 100% ;height: 100%; }
</style>
<body>
<canvas id="canvas"></canvas>
<center>
<div style="color: #fff; position: fixed; top: 0; width: 100%">
<span>Skeleton:</span><select id="skeletonList"></select>
<span>Animation:</span><select id="animationList"></select>
<span>Skin:</span><select id="skinList"></select>
<span>Vertex Effect:</span><select id="effectList"></select>
<span>Debug:</span><input type="checkbox" id="debug">
</div>
</center>
<script>
var canvas;
var gl;
var shader;
var batcher;
var mvp = new spine.webgl.Matrix4();
var skeletonRenderer;
var assetManager;
var debugRenderer;
var shapes;
var lastFrameTime;
var skeletons = {};
var activeSkeleton = "spineboy";
var swirlEffect = new spine.SwirlEffect(0);
var jitterEffect = new spine.JitterEffect(20, 20);
var swirlTime = 0;
function init () {
// Setup canvas and WebGL context. We pass alpha: false to canvas.getContext() so we don't use premultiplied alpha when
// loading textures. That is handled separately by PolygonBatcher.
canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var config = { alpha: false };
gl = canvas.getContext("webgl", config) || canvas.getContext("experimental-webgl", config);
if (!gl) {
alert('WebGL is unavailable.');
return;
}
// Create a simple shader, mesh, model-view-projection matrix, SkeletonRenderer, and AssetManager.
shader = spine.webgl.Shader.newTwoColoredTextured(gl);
batcher = new spine.webgl.PolygonBatcher(gl);
mvp.ortho2d(0, 0, canvas.width - 1, canvas.height - 1);
skeletonRenderer = new spine.webgl.SkeletonRenderer(gl);
assetManager = new spine.webgl.AssetManager(gl);
// Create a debug renderer and the ShapeRenderer it needs to render lines.
debugRenderer = new spine.webgl.SkeletonDebugRenderer(gl);
debugRenderer.drawRegionAttachments = true;
debugRenderer.drawBoundingBoxes = true;
debugRenderer.drawMeshHull = true;
debugRenderer.drawMeshTriangles = true;
debugRenderer.drawPaths = true;
debugShader = spine.webgl.Shader.newColored(gl);
shapes = new spine.webgl.ShapeRenderer(gl);
// Tell AssetManager to load the resources for each skeleton, including the exported .skel file, the .atlas file and the .png
// file for the atlas. We then wait until all resources are loaded in the load() method.
assetManager.loadBinary("assets/spineboy-pro.skel");
assetManager.loadTextureAtlas("assets/spineboy-pma.atlas");
assetManager.loadBinary("assets/raptor-pro.skel");
assetManager.loadTextureAtlas("assets/raptor-pma.atlas");
assetManager.loadBinary("assets/tank-pro.skel");
assetManager.loadTextureAtlas("assets/tank-pma.atlas");
assetManager.loadBinary("assets/goblins-pro.skel");
assetManager.loadTextureAtlas("assets/goblins-pma.atlas");
assetManager.loadBinary("assets/vine-pro.skel");
assetManager.loadTextureAtlas("assets/vine-pma.atlas");
assetManager.loadBinary("assets/stretchyman-pro.skel");
assetManager.loadTextureAtlas("assets/stretchyman-pma.atlas");
assetManager.loadBinary("assets/coin-pro.skel");
assetManager.loadTextureAtlas("assets/coin-pma.atlas");
requestAnimationFrame(load);
}
function load () {
// Wait until the AssetManager has loaded all resources, then load the skeletons.
if (assetManager.isLoadingComplete()) {
skeletons["raptor"] = loadSkeleton("raptor-pro", "walk", true);
skeletons["spineboy"] = loadSkeleton("spineboy-pro", "run", true);
skeletons["tank"] = loadSkeleton("tank-pro", "drive", true);
skeletons["goblins"] = loadSkeleton("goblins-pro", "walk", true, "goblin");
skeletons["vine"] = loadSkeleton("vine-pro", "grow", true);
skeletons["stretchyman"] = loadSkeleton("stretchyman-pro", "sneak", true);
skeletons["coin"] = loadSkeleton("coin-pro", "animation", true);
setupUI();
lastFrameTime = Date.now() / 1000;
requestAnimationFrame(render); // Loading is done, call render every frame.
} else {
requestAnimationFrame(load);
}
}
function loadSkeleton (name, initialAnimation, premultipliedAlpha, skin) {
if (skin === undefined) skin = "default";
// Load the texture atlas using name.atlas from the AssetManager.
var atlas = assetManager.get("assets/" + name.replace("-ess", "").replace("-pro", "") + (premultipliedAlpha ? "-pma": "") + ".atlas");
// Create a AtlasAttachmentLoader that resolves region, mesh, boundingbox and path attachments
var atlasLoader = new spine.AtlasAttachmentLoader(atlas);
// Create a SkeletonBinary instance for parsing the .skel file.
var skeletonBinary = new spine.SkeletonBinary(atlasLoader);
// Set the scale to apply during parsing, parse the file, and create a new skeleton.
skeletonBinary.scale = 1;
var skeletonData = skeletonBinary.readSkeletonData(assetManager.get("assets/" + name + ".skel"));
var skeleton = new spine.Skeleton(skeletonData);
skeleton.setSkinByName(skin);
var bounds = calculateSetupPoseBounds(skeleton);
// Create an AnimationState, and set the initial animation in looping mode.
var animationStateData = new spine.AnimationStateData(skeleton.data);
var animationState = new spine.AnimationState(animationStateData);
if (name == "spineboy") {
animationStateData.setMix("walk", "jump", 0.4)
animationStateData.setMix("jump", "run", 0.4);
animationState.setAnimation(0, "walk", true);
var jumpEntry = animationState.addAnimation(0, "jump", false, 3);
animationState.addAnimation(0, "run", true, 0);
} else {
animationState.setAnimation(0, initialAnimation, true);
}
animationState.addListener({
start: function(track) {
console.log("Animation on track " + track.trackIndex + " started");
},
interrupt: function(track) {
console.log("Animation on track " + track.trackIndex + " interrupted");
},
end: function(track) {
console.log("Animation on track " + track.trackIndex + " ended");
},
disposed: function(track) {
console.log("Animation on track " + track.trackIndex + " disposed");
},
complete: function(track) {
console.log("Animation on track " + track.trackIndex + " completed");
},
event: function(track, event) {
console.log("Event on track " + track.trackIndex + ": " + JSON.stringify(event));
}
})
// Pack everything up and return to caller.
return { skeleton: skeleton, state: animationState, bounds: bounds, premultipliedAlpha: premultipliedAlpha };
}
function calculateSetupPoseBounds(skeleton) {
skeleton.setToSetupPose();
skeleton.updateWorldTransform();
var offset = new spine.Vector2();
var size = new spine.Vector2();
skeleton.getBounds(offset, size, []);
return { offset: offset, size: size };
}
function setupUI () {
var skeletonList = $("#skeletonList");
for (var skeletonName in skeletons) {
var option = $("<option></option>");
option.attr("value", skeletonName).text(skeletonName);
if (skeletonName === activeSkeleton) option.attr("selected", "selected");
skeletonList.append(option);
}
var effectList = $("#effectList");
var effects = ["None", "Swirl", "Jitter"];
for (var effect in effects) {
var effectName = effects[effect];
var option = $("<option></option>");
option.attr("value", effectName).text(effectName);
effectList.append(option);
}
var setupAnimationUI = function() {
var animationList = $("#animationList");
animationList.empty();
var skeleton = skeletons[activeSkeleton].skeleton;
var state = skeletons[activeSkeleton].state;
var activeAnimation = state.tracks[0].animation.name;
for (var i = 0; i < skeleton.data.animations.length; i++) {
var name = skeleton.data.animations[i].name;
var option = $("<option></option>");
option.attr("value", name).text(name);
if (name === activeAnimation) option.attr("selected", "selected");
animationList.append(option);
}
animationList.change(function() {
var state = skeletons[activeSkeleton].state;
var skeleton = skeletons[activeSkeleton].skeleton;
var animationName = $("#animationList option:selected").text();
skeleton.setToSetupPose();
state.setAnimation(0, animationName, true);
})
}
var setupSkinUI = function() {
var skinList = $("#skinList");
skinList.empty();
var skeleton = skeletons[activeSkeleton].skeleton;
var activeSkin = skeleton.skin == null ? "default" : skeleton.skin.name;
for (var i = 0; i < skeleton.data.skins.length; i++) {
var name = skeleton.data.skins[i].name;
var option = $("<option></option>");
option.attr("value", name).text(name);
if (name === activeSkin) option.attr("selected", "selected");
skinList.append(option);
}
skinList.change(function() {
var skeleton = skeletons[activeSkeleton].skeleton;
var skinName = $("#skinList option:selected").text();
skeleton.setSkinByName(skinName);
skeleton.setSlotsToSetupPose();
})
}
skeletonList.change(function() {
activeSkeleton = $("#skeletonList option:selected").text();
setupAnimationUI();
setupSkinUI();
})
setupAnimationUI();
setupSkinUI();
}
function render () {
var now = Date.now() / 1000;
var delta = now - lastFrameTime;
lastFrameTime = now;
// Update the MVP matrix to adjust for canvas size changes
resize();
gl.clearColor(0.3, 0.3, 0.3, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// Apply the animation state based on the delta time.
var skeleton = skeletons[activeSkeleton].skeleton;
var state = skeletons[activeSkeleton].state;
var bounds = skeletons[activeSkeleton].bounds;
var premultipliedAlpha = skeletons[activeSkeleton].premultipliedAlpha;
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
// Bind the shader and set the texture and model-view-projection matrix.
shader.bind();
shader.setUniformi(spine.webgl.Shader.SAMPLER, 0);
shader.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, mvp.values);
// Start the batch and tell the SkeletonRenderer to render the active skeleton.
batcher.begin(shader);
var effect = $("#effectList option:selected").text();
if (effect == "None") {
skeletonRenderer.vertexEffect = null;
} else if (effect == "Swirl") {
swirlTime += delta;
var percent = swirlTime % 2;
if (percent > 1) percent = 1 - (percent -1 );
swirlEffect.angle = 120 * percent - 60;
swirlEffect.centerX = bounds.offset.x + bounds.size.x / 2;
swirlEffect.centerY = bounds.offset.y + bounds.size.y / 2;
swirlEffect.radius = Math.sqrt(bounds.size.x * bounds.size.x + bounds.size.y * bounds.size.y);
skeletonRenderer.vertexEffect = swirlEffect;
} else if (effect == "Jitter") {
skeletonRenderer.vertexEffect = jitterEffect;
}
skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
skeletonRenderer.draw(batcher, skeleton);
batcher.end();
shader.unbind();
// Draw debug information.
var debug = $('#debug').is(':checked');
if (debug) {
debugShader.bind();
debugShader.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, mvp.values);
debugRenderer.premultipliedAlpha = premultipliedAlpha;
shapes.begin(debugShader);
debugRenderer.draw(shapes, skeleton);
shapes.end();
debugShader.unbind();
}
requestAnimationFrame(render);
}
function resize () {
var w = canvas.clientWidth;
var h = canvas.clientHeight;
if (canvas.width != w || canvas.height != h) {
canvas.width = w;
canvas.height = h;
}
// Calculations to center the skeleton in the canvas.
var bounds = skeletons[activeSkeleton].bounds;
var centerX = bounds.offset.x + bounds.size.x / 2;
var centerY = bounds.offset.y + bounds.size.y / 2;
var scaleX = bounds.size.x / canvas.width;
var scaleY = bounds.size.y / canvas.height;
var scale = Math.max(scaleX, scaleY) * 1.2;
if (scale < 1) scale = 1;
var width = canvas.width * scale;
var height = canvas.height * scale;
mvp.ortho2d(centerX - width / 2, centerY - height / 2, width, height);
gl.viewport(0, 0, canvas.width, canvas.height);
}
init();
</script>
</body>
</html>

View File

@@ -1,232 +0,0 @@
/******************************************************************************
* 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.
*****************************************************************************/
module spine.webgl {
export class Input {
element: HTMLElement;
lastX = 0;
lastY = 0;
buttonDown = false;
currTouch: Touch = null;
touchesPool = new Pool<spine.webgl.Touch>(() => {
return new spine.webgl.Touch(0, 0, 0);
});
private listeners = new Array<InputListener>();
constructor (element: HTMLElement) {
this.element = element;
this.setupCallbacks(element);
}
private setupCallbacks(element: HTMLElement) {
let mouseDown = (ev: UIEvent) => {
if (ev instanceof MouseEvent) {
let rect = element.getBoundingClientRect();
let x = ev.clientX - rect.left;
let y = ev.clientY - rect.top;
let listeners = this.listeners;
for (let i = 0; i < listeners.length; i++) {
if (listeners[i].down) listeners[i].down(x, y);
}
this.lastX = x;
this.lastY = y;
this.buttonDown = true;
document.addEventListener("mousemove", mouseMove);
document.addEventListener("mouseup", mouseUp);
}
}
let mouseMove = (ev: UIEvent) => {
if (ev instanceof MouseEvent) {
let rect = element.getBoundingClientRect();
let x = ev.clientX - rect.left;
let y = ev.clientY - rect.top;
let listeners = this.listeners;
for (let i = 0; i < listeners.length; i++) {
if (this.buttonDown) {
if (listeners[i].dragged) listeners[i].dragged(x, y);
} else {
if (listeners[i].moved) listeners[i].moved(x, y);
}
}
this.lastX = x;
this.lastY = y;
}
};
let mouseUp = (ev: UIEvent) => {
if (ev instanceof MouseEvent) {
let rect = element.getBoundingClientRect();
let x = ev.clientX - rect.left;
let y = ev.clientY - rect.top;
let listeners = this.listeners;
for (let i = 0; i < listeners.length; i++) {
if (listeners[i].up) listeners[i].up(x, y);
}
this.lastX = x;
this.lastY = y;
this.buttonDown = false;
document.removeEventListener("mousemove", mouseMove);
document.removeEventListener("mouseup", mouseUp);
}
}
element.addEventListener("mousedown", mouseDown, true);
element.addEventListener("mousemove", mouseMove, true);
element.addEventListener("mouseup", mouseUp, true);
element.addEventListener("touchstart", (ev: TouchEvent) => {
if (this.currTouch != null) return;
var touches = ev.changedTouches;
for (var i = 0; i < touches.length; i++) {
var touch = touches[i];
let rect = element.getBoundingClientRect();
let x = touch.clientX - rect.left;
let y = touch.clientY - rect.top;
this.currTouch = this.touchesPool.obtain();
this.currTouch.identifier = touch.identifier;
this.currTouch.x = x;
this.currTouch.y = y;
break;
}
let listeners = this.listeners;
for (let i = 0; i < listeners.length; i++) {
if (listeners[i].down) listeners[i].down(this.currTouch.x, this.currTouch.y);
}
this.lastX = this.currTouch.x;
this.lastY = this.currTouch.y;
this.buttonDown = true;
ev.preventDefault();
}, false);
element.addEventListener("touchend", (ev: TouchEvent) => {
var touches = ev.changedTouches;
for (var i = 0; i < touches.length; i++) {
var touch = touches[i];
if (this.currTouch.identifier === touch.identifier) {
let rect = element.getBoundingClientRect();
let x = this.currTouch.x = touch.clientX - rect.left;
let y = this.currTouch.y = touch.clientY - rect.top;
this.touchesPool.free(this.currTouch);
let listeners = this.listeners;
for (let i = 0; i < listeners.length; i++) {
if (listeners[i].up) listeners[i].up(x, y);
}
this.lastX = x;
this.lastY = y;
this.buttonDown = false;
this.currTouch = null;
break;
}
}
ev.preventDefault();
}, false);
element.addEventListener("touchcancel", (ev: TouchEvent) => {
var touches = ev.changedTouches;
for (var i = 0; i < touches.length; i++) {
var touch = touches[i];
if (this.currTouch.identifier === touch.identifier) {
let rect = element.getBoundingClientRect();
let x = this.currTouch.x = touch.clientX - rect.left;
let y = this.currTouch.y = touch.clientY - rect.top;
this.touchesPool.free(this.currTouch);
let listeners = this.listeners;
for (let i = 0; i < listeners.length; i++) {
if (listeners[i].up) listeners[i].up(x, y);
}
this.lastX = x;
this.lastY = y;
this.buttonDown = false;
this.currTouch = null;
break;
}
}
ev.preventDefault();
}, false);
element.addEventListener("touchmove", (ev: TouchEvent) => {
if (this.currTouch == null) return;
var touches = ev.changedTouches;
for (var i = 0; i < touches.length; i++) {
var touch = touches[i];
if (this.currTouch.identifier === touch.identifier) {
let rect = element.getBoundingClientRect();
let x = touch.clientX - rect.left;
let y = touch.clientY - rect.top;
let listeners = this.listeners;
for (let i = 0; i < listeners.length; i++) {
if (listeners[i].dragged) listeners[i].dragged(x, y);
}
this.lastX = this.currTouch.x = x;
this.lastY = this.currTouch.y = y;
break;
}
}
ev.preventDefault();
}, false);
}
addListener(listener: InputListener) {
this.listeners.push(listener);
}
removeListener(listener: InputListener) {
let idx = this.listeners.indexOf(listener);
if (idx > -1) {
this.listeners.splice(idx, 1);
}
}
}
export class Touch {
constructor(public identifier: number, public x: number, public y: number) {
}
}
export interface InputListener {
down(x: number, y: number): void;
up(x: number, y: number): void;
moved(x: number, y: number): void;
dragged(x: number, y: number): void;
}
}

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