Files
aklive2d/apps/module/spine-ts/webgl/demos/skins.js
2025-04-30 22:08:27 +08:00

214 lines
6.9 KiB
JavaScript
Executable File

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();
};