feat: use custom player module
55
apps/module/spine-ts/webgl/example/assets/coin-pma.atlas
Executable file
@@ -0,0 +1,55 @@
|
||||
|
||||
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
|
||||
index: -1
|
||||
coin-front-shine-logo
|
||||
rotate: false
|
||||
xy: 2, 286
|
||||
size: 282, 282
|
||||
orig: 282, 282
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
coin-front-shine-spineboy
|
||||
rotate: false
|
||||
xy: 305, 283
|
||||
size: 282, 282
|
||||
orig: 282, 282
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
coin-front-spineboy
|
||||
rotate: true
|
||||
xy: 309, 567
|
||||
size: 305, 302
|
||||
orig: 305, 302
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
coin-side-round
|
||||
rotate: false
|
||||
xy: 2, 2
|
||||
size: 144, 282
|
||||
orig: 144, 282
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
coin-side-straight
|
||||
rotate: false
|
||||
xy: 286, 286
|
||||
size: 17, 282
|
||||
orig: 17, 282
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
shine
|
||||
rotate: false
|
||||
xy: 148, 39
|
||||
size: 72, 245
|
||||
orig: 72, 245
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
BIN
apps/module/spine-ts/webgl/example/assets/coin-pma.png
Executable file
|
After Width: | Height: | Size: 236 KiB |
BIN
apps/module/spine-ts/webgl/example/assets/coin-pro.skel
Executable file
293
apps/module/spine-ts/webgl/example/assets/goblins-pma.atlas
Executable file
@@ -0,0 +1,293 @@
|
||||
|
||||
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
|
||||
rotate: false
|
||||
xy: 2, 4
|
||||
size: 34, 12
|
||||
orig: 34, 12
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/head
|
||||
rotate: true
|
||||
xy: 113, 23
|
||||
size: 103, 66
|
||||
orig: 103, 66
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/left-arm
|
||||
rotate: true
|
||||
xy: 937, 89
|
||||
size: 37, 35
|
||||
orig: 37, 35
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/left-foot
|
||||
rotate: true
|
||||
xy: 609, 61
|
||||
size: 65, 31
|
||||
orig: 65, 31
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/left-hand
|
||||
rotate: false
|
||||
xy: 840, 21
|
||||
size: 36, 41
|
||||
orig: 36, 41
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/left-lower-leg
|
||||
rotate: false
|
||||
xy: 504, 56
|
||||
size: 33, 70
|
||||
orig: 33, 70
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/left-shoulder
|
||||
rotate: false
|
||||
xy: 745, 17
|
||||
size: 29, 44
|
||||
orig: 29, 44
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/left-upper-leg
|
||||
rotate: false
|
||||
xy: 397, 53
|
||||
size: 33, 73
|
||||
orig: 33, 73
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/neck
|
||||
rotate: false
|
||||
xy: 862, 85
|
||||
size: 36, 41
|
||||
orig: 36, 41
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/pelvis
|
||||
rotate: false
|
||||
xy: 776, 18
|
||||
size: 62, 43
|
||||
orig: 62, 43
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/right-arm
|
||||
rotate: true
|
||||
xy: 181, 5
|
||||
size: 23, 50
|
||||
orig: 23, 50
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/right-foot
|
||||
rotate: true
|
||||
xy: 747, 63
|
||||
size: 63, 33
|
||||
orig: 63, 33
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/right-hand
|
||||
rotate: false
|
||||
xy: 878, 3
|
||||
size: 36, 37
|
||||
orig: 36, 37
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/right-lower-leg
|
||||
rotate: false
|
||||
xy: 321, 50
|
||||
size: 36, 76
|
||||
orig: 36, 76
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/right-shoulder
|
||||
rotate: false
|
||||
xy: 663, 14
|
||||
size: 39, 45
|
||||
orig: 39, 45
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/right-upper-leg
|
||||
rotate: false
|
||||
xy: 675, 63
|
||||
size: 34, 63
|
||||
orig: 34, 63
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/torso
|
||||
rotate: false
|
||||
xy: 181, 30
|
||||
size: 68, 96
|
||||
orig: 68, 96
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/undie-straps
|
||||
rotate: false
|
||||
xy: 38, 2
|
||||
size: 55, 19
|
||||
orig: 55, 19
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/undies
|
||||
rotate: false
|
||||
xy: 974, 97
|
||||
size: 36, 29
|
||||
orig: 36, 29
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/eyes-closed
|
||||
rotate: false
|
||||
xy: 397, 30
|
||||
size: 37, 21
|
||||
orig: 37, 21
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/head
|
||||
rotate: true
|
||||
xy: 30, 23
|
||||
size: 103, 81
|
||||
orig: 103, 81
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/left-arm
|
||||
rotate: true
|
||||
xy: 916, 8
|
||||
size: 37, 35
|
||||
orig: 37, 35
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/left-foot
|
||||
rotate: true
|
||||
xy: 642, 61
|
||||
size: 65, 31
|
||||
orig: 65, 31
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/left-hand
|
||||
rotate: false
|
||||
xy: 900, 86
|
||||
size: 35, 40
|
||||
orig: 35, 40
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/left-lower-leg
|
||||
rotate: false
|
||||
xy: 539, 56
|
||||
size: 33, 70
|
||||
orig: 33, 70
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/left-shoulder
|
||||
rotate: false
|
||||
xy: 633, 13
|
||||
size: 28, 46
|
||||
orig: 28, 46
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/left-upper-leg
|
||||
rotate: false
|
||||
xy: 574, 56
|
||||
size: 33, 70
|
||||
orig: 33, 70
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/neck
|
||||
rotate: false
|
||||
xy: 878, 42
|
||||
size: 35, 41
|
||||
orig: 35, 41
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/pelvis
|
||||
rotate: true
|
||||
xy: 817, 64
|
||||
size: 62, 43
|
||||
orig: 62, 43
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/right-arm
|
||||
rotate: false
|
||||
xy: 603, 4
|
||||
size: 28, 50
|
||||
orig: 28, 50
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/right-foot
|
||||
rotate: true
|
||||
xy: 782, 63
|
||||
size: 63, 33
|
||||
orig: 63, 33
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/right-hand
|
||||
rotate: false
|
||||
xy: 915, 47
|
||||
size: 36, 37
|
||||
orig: 36, 37
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/right-lower-leg
|
||||
rotate: false
|
||||
xy: 359, 50
|
||||
size: 36, 76
|
||||
orig: 36, 76
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/right-shoulder
|
||||
rotate: false
|
||||
xy: 704, 16
|
||||
size: 39, 45
|
||||
orig: 39, 45
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/right-upper-leg
|
||||
rotate: false
|
||||
xy: 711, 63
|
||||
size: 34, 63
|
||||
orig: 34, 63
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/torso
|
||||
rotate: false
|
||||
xy: 251, 30
|
||||
size: 68, 96
|
||||
orig: 68, 96
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/undie-straps
|
||||
rotate: false
|
||||
xy: 95, 2
|
||||
size: 55, 19
|
||||
orig: 55, 19
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblingirl/undies
|
||||
rotate: false
|
||||
xy: 974, 66
|
||||
size: 36, 29
|
||||
orig: 36, 29
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
shield
|
||||
rotate: false
|
||||
xy: 432, 54
|
||||
size: 70, 72
|
||||
orig: 70, 72
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
spear
|
||||
rotate: true
|
||||
xy: 233, 6
|
||||
size: 22, 368
|
||||
orig: 22, 368
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
BIN
apps/module/spine-ts/webgl/example/assets/goblins-pma.png
Executable file
|
After Width: | Height: | Size: 166 KiB |
BIN
apps/module/spine-ts/webgl/example/assets/goblins-pro.skel
Executable file
1042
apps/module/spine-ts/webgl/example/assets/mix-and-match-pma.atlas
Executable file
BIN
apps/module/spine-ts/webgl/example/assets/mix-and-match-pma.png
Executable file
|
After Width: | Height: | Size: 390 KiB |
BIN
apps/module/spine-ts/webgl/example/assets/mix-and-match-pro.skel
Executable file
195
apps/module/spine-ts/webgl/example/assets/owl-pma.atlas
Executable file
@@ -0,0 +1,195 @@
|
||||
|
||||
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
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
L_eye-iris
|
||||
rotate: true
|
||||
xy: 600, 10
|
||||
size: 90, 86
|
||||
orig: 90, 86
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
L_eye-light
|
||||
rotate: true
|
||||
xy: 688, 4
|
||||
size: 21, 20
|
||||
orig: 21, 20
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
L_eye-pupil
|
||||
rotate: true
|
||||
xy: 856, 13
|
||||
size: 63, 60
|
||||
orig: 63, 60
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
L_foot
|
||||
rotate: true
|
||||
xy: 834, 78
|
||||
size: 64, 48
|
||||
orig: 64, 48
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
L_wing
|
||||
rotate: true
|
||||
xy: 349, 4
|
||||
size: 81, 110
|
||||
orig: 81, 110
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
R_eye-closed
|
||||
rotate: true
|
||||
xy: 637, 119
|
||||
size: 90, 86
|
||||
orig: 90, 86
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
R_eye-iris
|
||||
rotate: true
|
||||
xy: 688, 27
|
||||
size: 90, 86
|
||||
orig: 90, 86
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
R_eye-light
|
||||
rotate: true
|
||||
xy: 710, 4
|
||||
size: 21, 20
|
||||
orig: 21, 20
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
R_eye-pupil
|
||||
rotate: true
|
||||
xy: 884, 80
|
||||
size: 63, 60
|
||||
orig: 63, 60
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
R_foot
|
||||
rotate: true
|
||||
xy: 845, 145
|
||||
size: 64, 48
|
||||
orig: 64, 48
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
R_wing
|
||||
rotate: false
|
||||
xy: 421, 93
|
||||
size: 81, 110
|
||||
orig: 81, 110
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
beak
|
||||
rotate: false
|
||||
xy: 776, 2
|
||||
size: 39, 41
|
||||
orig: 39, 41
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
beak-down
|
||||
rotate: false
|
||||
xy: 817, 3
|
||||
size: 37, 40
|
||||
orig: 37, 40
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
body
|
||||
rotate: false
|
||||
xy: 2, 7
|
||||
size: 248, 196
|
||||
orig: 248, 196
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
feather-1
|
||||
rotate: false
|
||||
xy: 918, 18
|
||||
size: 59, 60
|
||||
orig: 59, 60
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
feather-2
|
||||
rotate: false
|
||||
xy: 781, 144
|
||||
size: 62, 65
|
||||
orig: 62, 65
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
feather-3
|
||||
rotate: false
|
||||
xy: 776, 45
|
||||
size: 56, 76
|
||||
orig: 56, 76
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
head-base
|
||||
rotate: true
|
||||
xy: 621, 211
|
||||
size: 299, 237
|
||||
orig: 299, 237
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
leaf-1
|
||||
rotate: false
|
||||
xy: 559, 102
|
||||
size: 76, 101
|
||||
orig: 76, 101
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
leaf-2
|
||||
rotate: true
|
||||
xy: 252, 4
|
||||
size: 65, 95
|
||||
orig: 65, 95
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
leaf-3
|
||||
rotate: true
|
||||
xy: 252, 71
|
||||
size: 132, 77
|
||||
orig: 132, 77
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
leaf-4
|
||||
rotate: true
|
||||
xy: 461, 2
|
||||
size: 89, 49
|
||||
orig: 89, 49
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
leaf-5
|
||||
rotate: false
|
||||
xy: 504, 97
|
||||
size: 53, 106
|
||||
orig: 53, 106
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
leaf-6
|
||||
rotate: false
|
||||
xy: 331, 87
|
||||
size: 88, 116
|
||||
orig: 88, 116
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
leaf-7
|
||||
rotate: false
|
||||
xy: 725, 123
|
||||
size: 54, 86
|
||||
orig: 54, 86
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
wood
|
||||
rotate: false
|
||||
xy: 2, 205
|
||||
size: 617, 305
|
||||
orig: 617, 305
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
BIN
apps/module/spine-ts/webgl/example/assets/owl-pma.png
Executable file
|
After Width: | Height: | Size: 432 KiB |
BIN
apps/module/spine-ts/webgl/example/assets/owl-pro.skel
Executable file
272
apps/module/spine-ts/webgl/example/assets/raptor-pma.atlas
Executable file
@@ -0,0 +1,272 @@
|
||||
|
||||
raptor-pma.png
|
||||
size: 1024,512
|
||||
format: RGBA8888
|
||||
filter: Linear,Linear
|
||||
repeat: none
|
||||
back-arm
|
||||
rotate: true
|
||||
xy: 829, 88
|
||||
size: 46, 25
|
||||
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BIN
apps/module/spine-ts/webgl/example/assets/raptor-pma.png
Executable file
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After Width: | Height: | Size: 469 KiB |
BIN
apps/module/spine-ts/webgl/example/assets/raptor-pro.skel
Executable file
286
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Executable file
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BIN
apps/module/spine-ts/webgl/example/assets/spineboy-pma.png
Executable file
|
After Width: | Height: | Size: 264 KiB |
BIN
apps/module/spine-ts/webgl/example/assets/spineboy-pro.skel
Executable file
BIN
apps/module/spine-ts/webgl/example/assets/spineboy.png
Executable file
|
After Width: | Height: | Size: 261 KiB |
41
apps/module/spine-ts/webgl/example/assets/stretchyman-pma.atlas
Executable file
@@ -0,0 +1,41 @@
|
||||
|
||||
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|
||||
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
|
||||
BIN
apps/module/spine-ts/webgl/example/assets/stretchyman-pma.png
Executable file
|
After Width: | Height: | Size: 113 KiB |
BIN
apps/module/spine-ts/webgl/example/assets/stretchyman-pro.skel
Executable file
174
apps/module/spine-ts/webgl/example/assets/tank-pma.atlas
Executable file
@@ -0,0 +1,174 @@
|
||||
|
||||
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
|
||||
BIN
apps/module/spine-ts/webgl/example/assets/tank-pma.png
Executable file
|
After Width: | Height: | Size: 504 KiB |
BIN
apps/module/spine-ts/webgl/example/assets/tank-pro.skel
Executable file
13
apps/module/spine-ts/webgl/example/assets/vine-pma.atlas
Executable file
@@ -0,0 +1,13 @@
|
||||
|
||||
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
|
||||
BIN
apps/module/spine-ts/webgl/example/assets/vine-pma.png
Executable file
|
After Width: | Height: | Size: 135 KiB |
BIN
apps/module/spine-ts/webgl/example/assets/vine-pro.skel
Executable file
157
apps/module/spine-ts/webgl/example/barebones.html
Executable file
@@ -0,0 +1,157 @@
|
||||
<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>
|
||||
333
apps/module/spine-ts/webgl/example/index.html
Executable file
@@ -0,0 +1,333 @@
|
||||
<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>
|
||||