Files
aklive2d/apps/module/spine-ts/canvas/example/index.html
2025-04-30 22:08:27 +08:00

168 lines
4.9 KiB
HTML
Executable File

<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>