feat: use custom player module

This commit is contained in:
Haoyu Xu
2025-03-23 16:38:13 +08:00
parent c6e2dd936c
commit f749de13c2
455 changed files with 1256 additions and 12936 deletions

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spineboy.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
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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
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mouth-oooo
rotate: true
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mouth-smile
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xy: 783, 207
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orig: 47, 30
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muzzle-glow
rotate: false
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size: 25, 25
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muzzle-ring
rotate: false
xy: 451, 14
size: 25, 105
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muzzle01
rotate: true
xy: 664, 60
size: 67, 40
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muzzle02
rotate: true
xy: 580, 56
size: 68, 42
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muzzle03
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xy: 478, 36
size: 83, 53
orig: 83, 53
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index: -1
muzzle04
rotate: true
xy: 533, 49
size: 75, 45
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muzzle05
rotate: true
xy: 624, 56
size: 68, 38
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neck
rotate: false
xy: 806, 8
size: 18, 21
orig: 18, 21
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index: -1
portal-bg
rotate: false
xy: 258, 121
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portal-flare1
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xy: 690, 2
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portal-flare2
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xy: 510, 3
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portal-flare3
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portal-shade
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portal-streaks1
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rear-bracer
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rear-foot
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rear-shin
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rear-thigh
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index: -1
rear-upper-arm
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torso
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<html>
<script src="../../build/spine-canvas.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>
</body>
<script>
var lastFrameTime = Date.now() / 1000;
var canvas, context;
var assetManager;
var skeleton, state, bounds;
var skeletonRenderer;
var skelName = "spineboy-ess";
var animName = "walk";
function init () {
canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
context = canvas.getContext("2d");
skeletonRenderer = new spine.canvas.SkeletonRenderer(context);
// enable debug rendering
skeletonRenderer.debugRendering = true;
// enable the triangle renderer, supports meshes, but may produce artifacts in some browsers
skeletonRenderer.triangleRendering = false;
assetManager = new spine.canvas.AssetManager();
assetManager.loadText("assets/" + skelName + ".json");
assetManager.loadText("assets/" + skelName.replace("-pro", "").replace("-ess", "") + ".atlas");
assetManager.loadTexture("assets/" + skelName.replace("-pro", "").replace("-ess", "") + ".png");
requestAnimationFrame(load);
}
function load () {
if (assetManager.isLoadingComplete()) {
var data = loadSkeleton(skelName, animName, "default");
skeleton = data.skeleton;
state = data.state;
bounds = data.bounds;
requestAnimationFrame(render);
} else {
requestAnimationFrame(load);
}
}
function loadSkeleton (name, initialAnimation, skin) {
if (skin === undefined) skin = "default";
// Load the texture atlas using name.atlas and name.png from the AssetManager.
// The function passed to TextureAtlas is used to resolve relative paths.
atlas = new spine.TextureAtlas(assetManager.get("assets/" + name.replace("-pro", "").replace("-ess", "") + ".atlas"), function(path) {
return assetManager.get("assets/" + path);
});
// Create a AtlasAttachmentLoader, which is specific to the WebGL backend.
atlasLoader = new spine.AtlasAttachmentLoader(atlas);
// Create a SkeletonJson instance for parsing the .json file.
var skeletonJson = new spine.SkeletonJson(atlasLoader);
// Set the scale to apply during parsing, parse the file, and create a new skeleton.
var skeletonData = skeletonJson.readSkeletonData(assetManager.get("assets/" + name + ".json"));
var skeleton = new spine.Skeleton(skeletonData);
skeleton.scaleY = -1;
var bounds = calculateBounds(skeleton);
skeleton.setSkinByName(skin);
// Create an AnimationState, and set the initial animation in looping mode.
var animationState = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
animationState.setAnimation(0, initialAnimation, true);
animationState.addListener({
event: function(trackIndex, event) {
// console.log("Event on track " + trackIndex + ": " + JSON.stringify(event));
},
complete: function(trackIndex, loopCount) {
// console.log("Animation on track " + trackIndex + " completed, loop count: " + loopCount);
},
start: function(trackIndex) {
// console.log("Animation on track " + trackIndex + " started");
},
end: function(trackIndex) {
// console.log("Animation on track " + trackIndex + " ended");
}
})
// Pack everything up and return to caller.
return { skeleton: skeleton, state: animationState, bounds: bounds };
}
function calculateBounds(skeleton) {
var data = skeleton.data;
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;
resize();
context.save();
context.setTransform(1, 0, 0, 1, 0, 0);
context.fillStyle = "#cccccc";
context.fillRect(0, 0, canvas.width, canvas.height);
context.restore();
state.update(delta);
state.apply(skeleton);
skeleton.updateWorldTransform();
skeletonRenderer.draw(skeleton);
context.strokeStyle = "green";
context.beginPath();
context.moveTo(-1000, 0);
context.lineTo(1000, 0);
context.moveTo(0, -1000);
context.lineTo(0, 1000);
context.stroke();
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;
}
// magic
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;
context.setTransform(1, 0, 0, 1, 0, 0);
context.scale(1 / scale, 1 / scale);
context.translate(-centerX, -centerY);
context.translate(width / 2, height / 2);
}
(function() {
init();
}());
</script>
</html>