feat: use custom player module
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168
apps/module/spine-ts/canvas/example/index.html
Executable file
168
apps/module/spine-ts/canvas/example/index.html
Executable file
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<html>
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<script src="../../build/spine-canvas.js"></script>
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<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
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<style>
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* { margin: 0; padding: 0; }
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body, html { height: 100% }
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canvas { position: absolute; width: 100% ;height: 100%; }
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</style>
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<body>
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<canvas id="canvas"></canvas>
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</body>
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<script>
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var lastFrameTime = Date.now() / 1000;
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var canvas, context;
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var assetManager;
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var skeleton, state, bounds;
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var skeletonRenderer;
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var skelName = "spineboy-ess";
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var animName = "walk";
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function init () {
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canvas = document.getElementById("canvas");
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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context = canvas.getContext("2d");
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skeletonRenderer = new spine.canvas.SkeletonRenderer(context);
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// enable debug rendering
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skeletonRenderer.debugRendering = true;
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// enable the triangle renderer, supports meshes, but may produce artifacts in some browsers
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skeletonRenderer.triangleRendering = false;
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assetManager = new spine.canvas.AssetManager();
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assetManager.loadText("assets/" + skelName + ".json");
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assetManager.loadText("assets/" + skelName.replace("-pro", "").replace("-ess", "") + ".atlas");
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assetManager.loadTexture("assets/" + skelName.replace("-pro", "").replace("-ess", "") + ".png");
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requestAnimationFrame(load);
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}
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function load () {
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if (assetManager.isLoadingComplete()) {
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var data = loadSkeleton(skelName, animName, "default");
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skeleton = data.skeleton;
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state = data.state;
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bounds = data.bounds;
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requestAnimationFrame(render);
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} else {
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requestAnimationFrame(load);
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}
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}
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function loadSkeleton (name, initialAnimation, skin) {
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if (skin === undefined) skin = "default";
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// Load the texture atlas using name.atlas and name.png from the AssetManager.
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// The function passed to TextureAtlas is used to resolve relative paths.
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atlas = new spine.TextureAtlas(assetManager.get("assets/" + name.replace("-pro", "").replace("-ess", "") + ".atlas"), function(path) {
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return assetManager.get("assets/" + path);
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});
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// Create a AtlasAttachmentLoader, which is specific to the WebGL backend.
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atlasLoader = new spine.AtlasAttachmentLoader(atlas);
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// Create a SkeletonJson instance for parsing the .json file.
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var skeletonJson = new spine.SkeletonJson(atlasLoader);
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// Set the scale to apply during parsing, parse the file, and create a new skeleton.
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var skeletonData = skeletonJson.readSkeletonData(assetManager.get("assets/" + name + ".json"));
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var skeleton = new spine.Skeleton(skeletonData);
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skeleton.scaleY = -1;
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var bounds = calculateBounds(skeleton);
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skeleton.setSkinByName(skin);
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// Create an AnimationState, and set the initial animation in looping mode.
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var animationState = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
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animationState.setAnimation(0, initialAnimation, true);
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animationState.addListener({
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event: function(trackIndex, event) {
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// console.log("Event on track " + trackIndex + ": " + JSON.stringify(event));
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},
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complete: function(trackIndex, loopCount) {
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// console.log("Animation on track " + trackIndex + " completed, loop count: " + loopCount);
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},
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start: function(trackIndex) {
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// console.log("Animation on track " + trackIndex + " started");
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},
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end: function(trackIndex) {
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// console.log("Animation on track " + trackIndex + " ended");
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}
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})
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// Pack everything up and return to caller.
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return { skeleton: skeleton, state: animationState, bounds: bounds };
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}
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function calculateBounds(skeleton) {
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var data = skeleton.data;
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skeleton.setToSetupPose();
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skeleton.updateWorldTransform();
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var offset = new spine.Vector2();
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var size = new spine.Vector2();
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skeleton.getBounds(offset, size, []);
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return { offset: offset, size: size };
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}
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function render () {
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var now = Date.now() / 1000;
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var delta = now - lastFrameTime;
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lastFrameTime = now;
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resize();
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context.save();
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context.setTransform(1, 0, 0, 1, 0, 0);
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context.fillStyle = "#cccccc";
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context.fillRect(0, 0, canvas.width, canvas.height);
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context.restore();
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state.update(delta);
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state.apply(skeleton);
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skeleton.updateWorldTransform();
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skeletonRenderer.draw(skeleton);
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context.strokeStyle = "green";
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context.beginPath();
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context.moveTo(-1000, 0);
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context.lineTo(1000, 0);
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context.moveTo(0, -1000);
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context.lineTo(0, 1000);
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context.stroke();
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requestAnimationFrame(render);
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}
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function resize () {
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var w = canvas.clientWidth;
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var h = canvas.clientHeight;
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if (canvas.width != w || canvas.height != h) {
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canvas.width = w;
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canvas.height = h;
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}
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// magic
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var centerX = bounds.offset.x + bounds.size.x / 2;
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var centerY = bounds.offset.y + bounds.size.y / 2;
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var scaleX = bounds.size.x / canvas.width;
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var scaleY = bounds.size.y / canvas.height;
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var scale = Math.max(scaleX, scaleY) * 1.2;
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if (scale < 1) scale = 1;
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var width = canvas.width * scale;
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var height = canvas.height * scale;
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context.setTransform(1, 0, 0, 1, 0, 0);
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context.scale(1 / scale, 1 / scale);
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context.translate(-centerX, -centerY);
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context.translate(width / 2, height / 2);
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}
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(function() {
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init();
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}());
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</script>
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</html>
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