
Fixed issue where alpha not being set correctly in canvas spriteBatch Fixed issue where previous stage events did not get removed correctly
1670 lines
62 KiB
HTML
1670 lines
62 KiB
HTML
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<h1 class="file-heading">File: src/pixi/extras/Spine.js</h1>
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<pre class="code prettyprint linenums">
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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* based on pixi impact spine implementation made by Eemeli Kelokorpi (@ekelokorpi) https://github.com/ekelokorpi
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*
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* Awesome JS run time provided by EsotericSoftware
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* https://github.com/EsotericSoftware/spine-runtimes
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*
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*/
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/*
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* Awesome JS run time provided by EsotericSoftware
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*
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* https://github.com/EsotericSoftware/spine-runtimes
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*
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*/
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var spine = {};
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spine.BoneData = function (name, parent) {
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this.name = name;
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this.parent = parent;
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};
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spine.BoneData.prototype = {
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length: 0,
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x: 0, y: 0,
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rotation: 0,
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scaleX: 1, scaleY: 1
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};
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spine.SlotData = function (name, boneData) {
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this.name = name;
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this.boneData = boneData;
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};
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spine.SlotData.prototype = {
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r: 1, g: 1, b: 1, a: 1,
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attachmentName: null
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};
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spine.Bone = function (boneData, parent) {
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this.data = boneData;
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this.parent = parent;
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this.setToSetupPose();
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};
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spine.Bone.yDown = false;
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spine.Bone.prototype = {
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x: 0, y: 0,
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rotation: 0,
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scaleX: 1, scaleY: 1,
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m00: 0, m01: 0, worldX: 0, // a b x
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m10: 0, m11: 0, worldY: 0, // c d y
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worldRotation: 0,
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worldScaleX: 1, worldScaleY: 1,
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updateWorldTransform: function (flipX, flipY) {
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var parent = this.parent;
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if (parent != null) {
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this.worldX = this.x * parent.m00 + this.y * parent.m01 + parent.worldX;
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this.worldY = this.x * parent.m10 + this.y * parent.m11 + parent.worldY;
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this.worldScaleX = parent.worldScaleX * this.scaleX;
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this.worldScaleY = parent.worldScaleY * this.scaleY;
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this.worldRotation = parent.worldRotation + this.rotation;
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} else {
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this.worldX = this.x;
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this.worldY = this.y;
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this.worldScaleX = this.scaleX;
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this.worldScaleY = this.scaleY;
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this.worldRotation = this.rotation;
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}
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var radians = this.worldRotation * Math.PI / 180;
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var cos = Math.cos(radians);
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var sin = Math.sin(radians);
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this.m00 = cos * this.worldScaleX;
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this.m10 = sin * this.worldScaleX;
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this.m01 = -sin * this.worldScaleY;
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this.m11 = cos * this.worldScaleY;
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if (flipX) {
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this.m00 = -this.m00;
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this.m01 = -this.m01;
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}
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if (flipY) {
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this.m10 = -this.m10;
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this.m11 = -this.m11;
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}
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if (spine.Bone.yDown) {
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this.m10 = -this.m10;
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this.m11 = -this.m11;
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}
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},
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setToSetupPose: function () {
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var data = this.data;
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this.x = data.x;
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this.y = data.y;
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this.rotation = data.rotation;
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this.scaleX = data.scaleX;
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this.scaleY = data.scaleY;
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}
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};
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spine.Slot = function (slotData, skeleton, bone) {
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this.data = slotData;
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this.skeleton = skeleton;
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this.bone = bone;
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this.setToSetupPose();
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};
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spine.Slot.prototype = {
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r: 1, g: 1, b: 1, a: 1,
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_attachmentTime: 0,
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attachment: null,
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setAttachment: function (attachment) {
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this.attachment = attachment;
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this._attachmentTime = this.skeleton.time;
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},
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setAttachmentTime: function (time) {
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this._attachmentTime = this.skeleton.time - time;
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},
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getAttachmentTime: function () {
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return this.skeleton.time - this._attachmentTime;
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},
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setToSetupPose: function () {
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var data = this.data;
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this.r = data.r;
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this.g = data.g;
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this.b = data.b;
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this.a = data.a;
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var slotDatas = this.skeleton.data.slots;
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for (var i = 0, n = slotDatas.length; i < n; i++) {
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if (slotDatas[i] == data) {
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this.setAttachment(!data.attachmentName ? null : this.skeleton.getAttachmentBySlotIndex(i, data.attachmentName));
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break;
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}
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}
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}
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};
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spine.Skin = function (name) {
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this.name = name;
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this.attachments = {};
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};
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spine.Skin.prototype = {
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addAttachment: function (slotIndex, name, attachment) {
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this.attachments[slotIndex + ":" + name] = attachment;
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},
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getAttachment: function (slotIndex, name) {
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return this.attachments[slotIndex + ":" + name];
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},
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_attachAll: function (skeleton, oldSkin) {
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for (var key in oldSkin.attachments) {
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var colon = key.indexOf(":");
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var slotIndex = parseInt(key.substring(0, colon), 10);
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var name = key.substring(colon + 1);
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var slot = skeleton.slots[slotIndex];
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if (slot.attachment && slot.attachment.name == name) {
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var attachment = this.getAttachment(slotIndex, name);
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if (attachment) slot.setAttachment(attachment);
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}
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}
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}
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};
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spine.Animation = function (name, timelines, duration) {
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this.name = name;
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this.timelines = timelines;
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this.duration = duration;
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};
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spine.Animation.prototype = {
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apply: function (skeleton, time, loop) {
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if (loop && this.duration) time %= this.duration;
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var timelines = this.timelines;
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for (var i = 0, n = timelines.length; i < n; i++)
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timelines[i].apply(skeleton, time, 1);
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},
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mix: function (skeleton, time, loop, alpha) {
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if (loop && this.duration) time %= this.duration;
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var timelines = this.timelines;
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for (var i = 0, n = timelines.length; i < n; i++)
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timelines[i].apply(skeleton, time, alpha);
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}
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};
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spine.binarySearch = function (values, target, step) {
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var low = 0;
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var high = Math.floor(values.length / step) - 2;
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if (!high) return step;
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var current = high >>> 1;
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while (true) {
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if (values[(current + 1) * step] <= target)
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low = current + 1;
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else
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high = current;
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if (low == high) return (low + 1) * step;
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current = (low + high) >>> 1;
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}
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};
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spine.linearSearch = function (values, target, step) {
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for (var i = 0, last = values.length - step; i <= last; i += step)
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if (values[i] > target) return i;
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return -1;
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};
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spine.Curves = function (frameCount) {
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this.curves = []; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ...
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this.curves.length = (frameCount - 1) * 6;
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};
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spine.Curves.prototype = {
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setLinear: function (frameIndex) {
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this.curves[frameIndex * 6] = 0/*LINEAR*/;
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},
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setStepped: function (frameIndex) {
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this.curves[frameIndex * 6] = -1/*STEPPED*/;
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},
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/** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
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* cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
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* the difference between the keyframe's values. */
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setCurve: function (frameIndex, cx1, cy1, cx2, cy2) {
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var subdiv_step = 1 / 10/*BEZIER_SEGMENTS*/;
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var subdiv_step2 = subdiv_step * subdiv_step;
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var subdiv_step3 = subdiv_step2 * subdiv_step;
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var pre1 = 3 * subdiv_step;
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var pre2 = 3 * subdiv_step2;
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var pre4 = 6 * subdiv_step2;
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var pre5 = 6 * subdiv_step3;
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var tmp1x = -cx1 * 2 + cx2;
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var tmp1y = -cy1 * 2 + cy2;
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var tmp2x = (cx1 - cx2) * 3 + 1;
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var tmp2y = (cy1 - cy2) * 3 + 1;
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var i = frameIndex * 6;
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var curves = this.curves;
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curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
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curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
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curves[i + 2] = tmp1x * pre4 + tmp2x * pre5;
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curves[i + 3] = tmp1y * pre4 + tmp2y * pre5;
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curves[i + 4] = tmp2x * pre5;
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curves[i + 5] = tmp2y * pre5;
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},
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getCurvePercent: function (frameIndex, percent) {
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percent = percent < 0 ? 0 : (percent > 1 ? 1 : percent);
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var curveIndex = frameIndex * 6;
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var curves = this.curves;
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var dfx = curves[curveIndex];
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if (!dfx/*LINEAR*/) return percent;
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if (dfx == -1/*STEPPED*/) return 0;
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var dfy = curves[curveIndex + 1];
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var ddfx = curves[curveIndex + 2];
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var ddfy = curves[curveIndex + 3];
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var dddfx = curves[curveIndex + 4];
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var dddfy = curves[curveIndex + 5];
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var x = dfx, y = dfy;
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var i = 10/*BEZIER_SEGMENTS*/ - 2;
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while (true) {
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if (x >= percent) {
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var lastX = x - dfx;
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var lastY = y - dfy;
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return lastY + (y - lastY) * (percent - lastX) / (x - lastX);
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}
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if (!i) break;
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i--;
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dfx += ddfx;
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dfy += ddfy;
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ddfx += dddfx;
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ddfy += dddfy;
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x += dfx;
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y += dfy;
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}
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return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
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}
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};
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spine.RotateTimeline = function (frameCount) {
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this.curves = new spine.Curves(frameCount);
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this.frames = []; // time, angle, ...
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this.frames.length = frameCount * 2;
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};
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spine.RotateTimeline.prototype = {
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boneIndex: 0,
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getFrameCount: function () {
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return this.frames.length / 2;
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},
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setFrame: function (frameIndex, time, angle) {
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frameIndex *= 2;
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this.frames[frameIndex] = time;
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this.frames[frameIndex + 1] = angle;
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},
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apply: function (skeleton, time, alpha) {
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var frames = this.frames,
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amount;
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if (time < frames[0]) return; // Time is before first frame.
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var bone = skeleton.bones[this.boneIndex];
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if (time >= frames[frames.length - 2]) { // Time is after last frame.
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amount = bone.data.rotation + frames[frames.length - 1] - bone.rotation;
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while (amount > 180)
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amount -= 360;
|
|
while (amount < -180)
|
|
amount += 360;
|
|
bone.rotation += amount * alpha;
|
|
return;
|
|
}
|
|
|
|
// Interpolate between the last frame and the current frame.
|
|
var frameIndex = spine.binarySearch(frames, time, 2);
|
|
var lastFrameValue = frames[frameIndex - 1];
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*LAST_FRAME_TIME*/] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent);
|
|
|
|
amount = frames[frameIndex + 1/*FRAME_VALUE*/] - lastFrameValue;
|
|
while (amount > 180)
|
|
amount -= 360;
|
|
while (amount < -180)
|
|
amount += 360;
|
|
amount = bone.data.rotation + (lastFrameValue + amount * percent) - bone.rotation;
|
|
while (amount > 180)
|
|
amount -= 360;
|
|
while (amount < -180)
|
|
amount += 360;
|
|
bone.rotation += amount * alpha;
|
|
}
|
|
};
|
|
|
|
spine.TranslateTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = []; // time, x, y, ...
|
|
this.frames.length = frameCount * 3;
|
|
};
|
|
spine.TranslateTimeline.prototype = {
|
|
boneIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length / 3;
|
|
},
|
|
setFrame: function (frameIndex, time, x, y) {
|
|
frameIndex *= 3;
|
|
this.frames[frameIndex] = time;
|
|
this.frames[frameIndex + 1] = x;
|
|
this.frames[frameIndex + 2] = y;
|
|
},
|
|
apply: function (skeleton, time, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var bone = skeleton.bones[this.boneIndex];
|
|
|
|
if (time >= frames[frames.length - 3]) { // Time is after last frame.
|
|
bone.x += (bone.data.x + frames[frames.length - 2] - bone.x) * alpha;
|
|
bone.y += (bone.data.y + frames[frames.length - 1] - bone.y) * alpha;
|
|
return;
|
|
}
|
|
|
|
// Interpolate between the last frame and the current frame.
|
|
var frameIndex = spine.binarySearch(frames, time, 3);
|
|
var lastFrameX = frames[frameIndex - 2];
|
|
var lastFrameY = frames[frameIndex - 1];
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
|
|
|
|
bone.x += (bone.data.x + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.x) * alpha;
|
|
bone.y += (bone.data.y + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.y) * alpha;
|
|
}
|
|
};
|
|
|
|
spine.ScaleTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = []; // time, x, y, ...
|
|
this.frames.length = frameCount * 3;
|
|
};
|
|
spine.ScaleTimeline.prototype = {
|
|
boneIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length / 3;
|
|
},
|
|
setFrame: function (frameIndex, time, x, y) {
|
|
frameIndex *= 3;
|
|
this.frames[frameIndex] = time;
|
|
this.frames[frameIndex + 1] = x;
|
|
this.frames[frameIndex + 2] = y;
|
|
},
|
|
apply: function (skeleton, time, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var bone = skeleton.bones[this.boneIndex];
|
|
|
|
if (time >= frames[frames.length - 3]) { // Time is after last frame.
|
|
bone.scaleX += (bone.data.scaleX - 1 + frames[frames.length - 2] - bone.scaleX) * alpha;
|
|
bone.scaleY += (bone.data.scaleY - 1 + frames[frames.length - 1] - bone.scaleY) * alpha;
|
|
return;
|
|
}
|
|
|
|
// Interpolate between the last frame and the current frame.
|
|
var frameIndex = spine.binarySearch(frames, time, 3);
|
|
var lastFrameX = frames[frameIndex - 2];
|
|
var lastFrameY = frames[frameIndex - 1];
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
|
|
|
|
bone.scaleX += (bone.data.scaleX - 1 + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.scaleX) * alpha;
|
|
bone.scaleY += (bone.data.scaleY - 1 + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.scaleY) * alpha;
|
|
}
|
|
};
|
|
|
|
spine.ColorTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = []; // time, r, g, b, a, ...
|
|
this.frames.length = frameCount * 5;
|
|
};
|
|
spine.ColorTimeline.prototype = {
|
|
slotIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length / 2;
|
|
},
|
|
setFrame: function (frameIndex, time, x, y) {
|
|
frameIndex *= 5;
|
|
this.frames[frameIndex] = time;
|
|
this.frames[frameIndex + 1] = r;
|
|
this.frames[frameIndex + 2] = g;
|
|
this.frames[frameIndex + 3] = b;
|
|
this.frames[frameIndex + 4] = a;
|
|
},
|
|
apply: function (skeleton, time, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var slot = skeleton.slots[this.slotIndex];
|
|
|
|
if (time >= frames[frames.length - 5]) { // Time is after last frame.
|
|
var i = frames.length - 1;
|
|
slot.r = frames[i - 3];
|
|
slot.g = frames[i - 2];
|
|
slot.b = frames[i - 1];
|
|
slot.a = frames[i];
|
|
return;
|
|
}
|
|
|
|
// Interpolate between the last frame and the current frame.
|
|
var frameIndex = spine.binarySearch(frames, time, 5);
|
|
var lastFrameR = frames[frameIndex - 4];
|
|
var lastFrameG = frames[frameIndex - 3];
|
|
var lastFrameB = frames[frameIndex - 2];
|
|
var lastFrameA = frames[frameIndex - 1];
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*LAST_FRAME_TIME*/] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent);
|
|
|
|
var r = lastFrameR + (frames[frameIndex + 1/*FRAME_R*/] - lastFrameR) * percent;
|
|
var g = lastFrameG + (frames[frameIndex + 2/*FRAME_G*/] - lastFrameG) * percent;
|
|
var b = lastFrameB + (frames[frameIndex + 3/*FRAME_B*/] - lastFrameB) * percent;
|
|
var a = lastFrameA + (frames[frameIndex + 4/*FRAME_A*/] - lastFrameA) * percent;
|
|
if (alpha < 1) {
|
|
slot.r += (r - slot.r) * alpha;
|
|
slot.g += (g - slot.g) * alpha;
|
|
slot.b += (b - slot.b) * alpha;
|
|
slot.a += (a - slot.a) * alpha;
|
|
} else {
|
|
slot.r = r;
|
|
slot.g = g;
|
|
slot.b = b;
|
|
slot.a = a;
|
|
}
|
|
}
|
|
};
|
|
|
|
spine.AttachmentTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = []; // time, ...
|
|
this.frames.length = frameCount;
|
|
this.attachmentNames = []; // time, ...
|
|
this.attachmentNames.length = frameCount;
|
|
};
|
|
spine.AttachmentTimeline.prototype = {
|
|
slotIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length;
|
|
},
|
|
setFrame: function (frameIndex, time, attachmentName) {
|
|
this.frames[frameIndex] = time;
|
|
this.attachmentNames[frameIndex] = attachmentName;
|
|
},
|
|
apply: function (skeleton, time, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var frameIndex;
|
|
if (time >= frames[frames.length - 1]) // Time is after last frame.
|
|
frameIndex = frames.length - 1;
|
|
else
|
|
frameIndex = spine.binarySearch(frames, time, 1) - 1;
|
|
|
|
var attachmentName = this.attachmentNames[frameIndex];
|
|
skeleton.slots[this.slotIndex].setAttachment(!attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName));
|
|
}
|
|
};
|
|
|
|
spine.SkeletonData = function () {
|
|
this.bones = [];
|
|
this.slots = [];
|
|
this.skins = [];
|
|
this.animations = [];
|
|
};
|
|
spine.SkeletonData.prototype = {
|
|
defaultSkin: null,
|
|
/** @return May be null. */
|
|
findBone: function (boneName) {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
if (bones[i].name == boneName) return bones[i];
|
|
return null;
|
|
},
|
|
/** @return -1 if the bone was not found. */
|
|
findBoneIndex: function (boneName) {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
if (bones[i].name == boneName) return i;
|
|
return -1;
|
|
},
|
|
/** @return May be null. */
|
|
findSlot: function (slotName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++) {
|
|
if (slots[i].name == slotName) return slot[i];
|
|
}
|
|
return null;
|
|
},
|
|
/** @return -1 if the bone was not found. */
|
|
findSlotIndex: function (slotName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++)
|
|
if (slots[i].name == slotName) return i;
|
|
return -1;
|
|
},
|
|
/** @return May be null. */
|
|
findSkin: function (skinName) {
|
|
var skins = this.skins;
|
|
for (var i = 0, n = skins.length; i < n; i++)
|
|
if (skins[i].name == skinName) return skins[i];
|
|
return null;
|
|
},
|
|
/** @return May be null. */
|
|
findAnimation: function (animationName) {
|
|
var animations = this.animations;
|
|
for (var i = 0, n = animations.length; i < n; i++)
|
|
if (animations[i].name == animationName) return animations[i];
|
|
return null;
|
|
}
|
|
};
|
|
|
|
spine.Skeleton = function (skeletonData) {
|
|
this.data = skeletonData;
|
|
|
|
this.bones = [];
|
|
for (var i = 0, n = skeletonData.bones.length; i < n; i++) {
|
|
var boneData = skeletonData.bones[i];
|
|
var parent = !boneData.parent ? null : this.bones[skeletonData.bones.indexOf(boneData.parent)];
|
|
this.bones.push(new spine.Bone(boneData, parent));
|
|
}
|
|
|
|
this.slots = [];
|
|
this.drawOrder = [];
|
|
for (i = 0, n = skeletonData.slots.length; i < n; i++) {
|
|
var slotData = skeletonData.slots[i];
|
|
var bone = this.bones[skeletonData.bones.indexOf(slotData.boneData)];
|
|
var slot = new spine.Slot(slotData, this, bone);
|
|
this.slots.push(slot);
|
|
this.drawOrder.push(slot);
|
|
}
|
|
};
|
|
spine.Skeleton.prototype = {
|
|
x: 0, y: 0,
|
|
skin: null,
|
|
r: 1, g: 1, b: 1, a: 1,
|
|
time: 0,
|
|
flipX: false, flipY: false,
|
|
/** Updates the world transform for each bone. */
|
|
updateWorldTransform: function () {
|
|
var flipX = this.flipX;
|
|
var flipY = this.flipY;
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
bones[i].updateWorldTransform(flipX, flipY);
|
|
},
|
|
/** Sets the bones and slots to their setup pose values. */
|
|
setToSetupPose: function () {
|
|
this.setBonesToSetupPose();
|
|
this.setSlotsToSetupPose();
|
|
},
|
|
setBonesToSetupPose: function () {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
bones[i].setToSetupPose();
|
|
},
|
|
setSlotsToSetupPose: function () {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++)
|
|
slots[i].setToSetupPose(i);
|
|
},
|
|
/** @return May return null. */
|
|
getRootBone: function () {
|
|
return this.bones.length ? this.bones[0] : null;
|
|
},
|
|
/** @return May be null. */
|
|
findBone: function (boneName) {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
if (bones[i].data.name == boneName) return bones[i];
|
|
return null;
|
|
},
|
|
/** @return -1 if the bone was not found. */
|
|
findBoneIndex: function (boneName) {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
if (bones[i].data.name == boneName) return i;
|
|
return -1;
|
|
},
|
|
/** @return May be null. */
|
|
findSlot: function (slotName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++)
|
|
if (slots[i].data.name == slotName) return slots[i];
|
|
return null;
|
|
},
|
|
/** @return -1 if the bone was not found. */
|
|
findSlotIndex: function (slotName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++)
|
|
if (slots[i].data.name == slotName) return i;
|
|
return -1;
|
|
},
|
|
setSkinByName: function (skinName) {
|
|
var skin = this.data.findSkin(skinName);
|
|
if (!skin) throw "Skin not found: " + skinName;
|
|
this.setSkin(skin);
|
|
},
|
|
/** Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments
|
|
* from the new skin are attached if the corresponding attachment from the old skin was attached.
|
|
* @param newSkin May be null. */
|
|
setSkin: function (newSkin) {
|
|
if (this.skin && newSkin) newSkin._attachAll(this, this.skin);
|
|
this.skin = newSkin;
|
|
},
|
|
/** @return May be null. */
|
|
getAttachmentBySlotName: function (slotName, attachmentName) {
|
|
return this.getAttachmentBySlotIndex(this.data.findSlotIndex(slotName), attachmentName);
|
|
},
|
|
/** @return May be null. */
|
|
getAttachmentBySlotIndex: function (slotIndex, attachmentName) {
|
|
if (this.skin) {
|
|
var attachment = this.skin.getAttachment(slotIndex, attachmentName);
|
|
if (attachment) return attachment;
|
|
}
|
|
if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
|
|
return null;
|
|
},
|
|
/** @param attachmentName May be null. */
|
|
setAttachment: function (slotName, attachmentName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.size; i < n; i++) {
|
|
var slot = slots[i];
|
|
if (slot.data.name == slotName) {
|
|
var attachment = null;
|
|
if (attachmentName) {
|
|
attachment = this.getAttachment(i, attachmentName);
|
|
if (attachment == null) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName;
|
|
}
|
|
slot.setAttachment(attachment);
|
|
return;
|
|
}
|
|
}
|
|
throw "Slot not found: " + slotName;
|
|
},
|
|
update: function (delta) {
|
|
time += delta;
|
|
}
|
|
};
|
|
|
|
spine.AttachmentType = {
|
|
region: 0
|
|
};
|
|
|
|
spine.RegionAttachment = function () {
|
|
this.offset = [];
|
|
this.offset.length = 8;
|
|
this.uvs = [];
|
|
this.uvs.length = 8;
|
|
};
|
|
spine.RegionAttachment.prototype = {
|
|
x: 0, y: 0,
|
|
rotation: 0,
|
|
scaleX: 1, scaleY: 1,
|
|
width: 0, height: 0,
|
|
rendererObject: null,
|
|
regionOffsetX: 0, regionOffsetY: 0,
|
|
regionWidth: 0, regionHeight: 0,
|
|
regionOriginalWidth: 0, regionOriginalHeight: 0,
|
|
setUVs: function (u, v, u2, v2, rotate) {
|
|
var uvs = this.uvs;
|
|
if (rotate) {
|
|
uvs[2/*X2*/] = u;
|
|
uvs[3/*Y2*/] = v2;
|
|
uvs[4/*X3*/] = u;
|
|
uvs[5/*Y3*/] = v;
|
|
uvs[6/*X4*/] = u2;
|
|
uvs[7/*Y4*/] = v;
|
|
uvs[0/*X1*/] = u2;
|
|
uvs[1/*Y1*/] = v2;
|
|
} else {
|
|
uvs[0/*X1*/] = u;
|
|
uvs[1/*Y1*/] = v2;
|
|
uvs[2/*X2*/] = u;
|
|
uvs[3/*Y2*/] = v;
|
|
uvs[4/*X3*/] = u2;
|
|
uvs[5/*Y3*/] = v;
|
|
uvs[6/*X4*/] = u2;
|
|
uvs[7/*Y4*/] = v2;
|
|
}
|
|
},
|
|
updateOffset: function () {
|
|
var regionScaleX = this.width / this.regionOriginalWidth * this.scaleX;
|
|
var regionScaleY = this.height / this.regionOriginalHeight * this.scaleY;
|
|
var localX = -this.width / 2 * this.scaleX + this.regionOffsetX * regionScaleX;
|
|
var localY = -this.height / 2 * this.scaleY + this.regionOffsetY * regionScaleY;
|
|
var localX2 = localX + this.regionWidth * regionScaleX;
|
|
var localY2 = localY + this.regionHeight * regionScaleY;
|
|
var radians = this.rotation * Math.PI / 180;
|
|
var cos = Math.cos(radians);
|
|
var sin = Math.sin(radians);
|
|
var localXCos = localX * cos + this.x;
|
|
var localXSin = localX * sin;
|
|
var localYCos = localY * cos + this.y;
|
|
var localYSin = localY * sin;
|
|
var localX2Cos = localX2 * cos + this.x;
|
|
var localX2Sin = localX2 * sin;
|
|
var localY2Cos = localY2 * cos + this.y;
|
|
var localY2Sin = localY2 * sin;
|
|
var offset = this.offset;
|
|
offset[0/*X1*/] = localXCos - localYSin;
|
|
offset[1/*Y1*/] = localYCos + localXSin;
|
|
offset[2/*X2*/] = localXCos - localY2Sin;
|
|
offset[3/*Y2*/] = localY2Cos + localXSin;
|
|
offset[4/*X3*/] = localX2Cos - localY2Sin;
|
|
offset[5/*Y3*/] = localY2Cos + localX2Sin;
|
|
offset[6/*X4*/] = localX2Cos - localYSin;
|
|
offset[7/*Y4*/] = localYCos + localX2Sin;
|
|
},
|
|
computeVertices: function (x, y, bone, vertices) {
|
|
x += bone.worldX;
|
|
y += bone.worldY;
|
|
var m00 = bone.m00;
|
|
var m01 = bone.m01;
|
|
var m10 = bone.m10;
|
|
var m11 = bone.m11;
|
|
var offset = this.offset;
|
|
vertices[0/*X1*/] = offset[0/*X1*/] * m00 + offset[1/*Y1*/] * m01 + x;
|
|
vertices[1/*Y1*/] = offset[0/*X1*/] * m10 + offset[1/*Y1*/] * m11 + y;
|
|
vertices[2/*X2*/] = offset[2/*X2*/] * m00 + offset[3/*Y2*/] * m01 + x;
|
|
vertices[3/*Y2*/] = offset[2/*X2*/] * m10 + offset[3/*Y2*/] * m11 + y;
|
|
vertices[4/*X3*/] = offset[4/*X3*/] * m00 + offset[5/*X3*/] * m01 + x;
|
|
vertices[5/*X3*/] = offset[4/*X3*/] * m10 + offset[5/*X3*/] * m11 + y;
|
|
vertices[6/*X4*/] = offset[6/*X4*/] * m00 + offset[7/*Y4*/] * m01 + x;
|
|
vertices[7/*Y4*/] = offset[6/*X4*/] * m10 + offset[7/*Y4*/] * m11 + y;
|
|
}
|
|
}
|
|
|
|
spine.AnimationStateData = function (skeletonData) {
|
|
this.skeletonData = skeletonData;
|
|
this.animationToMixTime = {};
|
|
};
|
|
spine.AnimationStateData.prototype = {
|
|
defaultMix: 0,
|
|
setMixByName: function (fromName, toName, duration) {
|
|
var from = this.skeletonData.findAnimation(fromName);
|
|
if (!from) throw "Animation not found: " + fromName;
|
|
var to = this.skeletonData.findAnimation(toName);
|
|
if (!to) throw "Animation not found: " + toName;
|
|
this.setMix(from, to, duration);
|
|
},
|
|
setMix: function (from, to, duration) {
|
|
this.animationToMixTime[from.name + ":" + to.name] = duration;
|
|
},
|
|
getMix: function (from, to) {
|
|
var time = this.animationToMixTime[from.name + ":" + to.name];
|
|
return time ? time : this.defaultMix;
|
|
}
|
|
};
|
|
|
|
spine.AnimationState = function (stateData) {
|
|
this.data = stateData;
|
|
this.queue = [];
|
|
};
|
|
spine.AnimationState.prototype = {
|
|
current: null,
|
|
previous: null,
|
|
currentTime: 0,
|
|
previousTime: 0,
|
|
currentLoop: false,
|
|
previousLoop: false,
|
|
mixTime: 0,
|
|
mixDuration: 0,
|
|
update: function (delta) {
|
|
this.currentTime += delta;
|
|
this.previousTime += delta;
|
|
this.mixTime += delta;
|
|
|
|
if (this.queue.length > 0) {
|
|
var entry = this.queue[0];
|
|
if (this.currentTime >= entry.delay) {
|
|
this._setAnimation(entry.animation, entry.loop);
|
|
this.queue.shift();
|
|
}
|
|
}
|
|
},
|
|
apply: function (skeleton) {
|
|
if (!this.current) return;
|
|
if (this.previous) {
|
|
this.previous.apply(skeleton, this.previousTime, this.previousLoop);
|
|
var alpha = this.mixTime / this.mixDuration;
|
|
if (alpha >= 1) {
|
|
alpha = 1;
|
|
this.previous = null;
|
|
}
|
|
this.current.mix(skeleton, this.currentTime, this.currentLoop, alpha);
|
|
} else
|
|
this.current.apply(skeleton, this.currentTime, this.currentLoop);
|
|
},
|
|
clearAnimation: function () {
|
|
this.previous = null;
|
|
this.current = null;
|
|
this.queue.length = 0;
|
|
},
|
|
_setAnimation: function (animation, loop) {
|
|
this.previous = null;
|
|
if (animation && this.current) {
|
|
this.mixDuration = this.data.getMix(this.current, animation);
|
|
if (this.mixDuration > 0) {
|
|
this.mixTime = 0;
|
|
this.previous = this.current;
|
|
this.previousTime = this.currentTime;
|
|
this.previousLoop = this.currentLoop;
|
|
}
|
|
}
|
|
this.current = animation;
|
|
this.currentLoop = loop;
|
|
this.currentTime = 0;
|
|
},
|
|
/** @see #setAnimation(Animation, Boolean) */
|
|
setAnimationByName: function (animationName, loop) {
|
|
var animation = this.data.skeletonData.findAnimation(animationName);
|
|
if (!animation) throw "Animation not found: " + animationName;
|
|
this.setAnimation(animation, loop);
|
|
},
|
|
/** Set the current animation. Any queued animations are cleared and the current animation time is set to 0.
|
|
* @param animation May be null. */
|
|
setAnimation: function (animation, loop) {
|
|
this.queue.length = 0;
|
|
this._setAnimation(animation, loop);
|
|
},
|
|
/** @see #addAnimation(Animation, Boolean, Number) */
|
|
addAnimationByName: function (animationName, loop, delay) {
|
|
var animation = this.data.skeletonData.findAnimation(animationName);
|
|
if (!animation) throw "Animation not found: " + animationName;
|
|
this.addAnimation(animation, loop, delay);
|
|
},
|
|
/** Adds an animation to be played delay seconds after the current or last queued animation.
|
|
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
|
|
addAnimation: function (animation, loop, delay) {
|
|
var entry = {};
|
|
entry.animation = animation;
|
|
entry.loop = loop;
|
|
|
|
if (!delay || delay <= 0) {
|
|
var previousAnimation = this.queue.length ? this.queue[this.queue.length - 1].animation : this.current;
|
|
if (previousAnimation != null)
|
|
delay = previousAnimation.duration - this.data.getMix(previousAnimation, animation) + (delay || 0);
|
|
else
|
|
delay = 0;
|
|
}
|
|
entry.delay = delay;
|
|
|
|
this.queue.push(entry);
|
|
},
|
|
/** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
|
|
isComplete: function () {
|
|
return !this.current || this.currentTime >= this.current.duration;
|
|
}
|
|
};
|
|
|
|
spine.SkeletonJson = function (attachmentLoader) {
|
|
this.attachmentLoader = attachmentLoader;
|
|
};
|
|
spine.SkeletonJson.prototype = {
|
|
scale: 1,
|
|
readSkeletonData: function (root) {
|
|
/*jshint -W069*/
|
|
var skeletonData = new spine.SkeletonData(),
|
|
boneData;
|
|
|
|
// Bones.
|
|
var bones = root["bones"];
|
|
for (var i = 0, n = bones.length; i < n; i++) {
|
|
var boneMap = bones[i];
|
|
var parent = null;
|
|
if (boneMap["parent"]) {
|
|
parent = skeletonData.findBone(boneMap["parent"]);
|
|
if (!parent) throw "Parent bone not found: " + boneMap["parent"];
|
|
}
|
|
boneData = new spine.BoneData(boneMap["name"], parent);
|
|
boneData.length = (boneMap["length"] || 0) * this.scale;
|
|
boneData.x = (boneMap["x"] || 0) * this.scale;
|
|
boneData.y = (boneMap["y"] || 0) * this.scale;
|
|
boneData.rotation = (boneMap["rotation"] || 0);
|
|
boneData.scaleX = boneMap["scaleX"] || 1;
|
|
boneData.scaleY = boneMap["scaleY"] || 1;
|
|
skeletonData.bones.push(boneData);
|
|
}
|
|
|
|
// Slots.
|
|
var slots = root["slots"];
|
|
for (i = 0, n = slots.length; i < n; i++) {
|
|
var slotMap = slots[i];
|
|
boneData = skeletonData.findBone(slotMap["bone"]);
|
|
if (!boneData) throw "Slot bone not found: " + slotMap["bone"];
|
|
var slotData = new spine.SlotData(slotMap["name"], boneData);
|
|
|
|
var color = slotMap["color"];
|
|
if (color) {
|
|
slotData.r = spine.SkeletonJson.toColor(color, 0);
|
|
slotData.g = spine.SkeletonJson.toColor(color, 1);
|
|
slotData.b = spine.SkeletonJson.toColor(color, 2);
|
|
slotData.a = spine.SkeletonJson.toColor(color, 3);
|
|
}
|
|
|
|
slotData.attachmentName = slotMap["attachment"];
|
|
|
|
skeletonData.slots.push(slotData);
|
|
}
|
|
|
|
// Skins.
|
|
var skins = root["skins"];
|
|
for (var skinName in skins) {
|
|
if (!skins.hasOwnProperty(skinName)) continue;
|
|
var skinMap = skins[skinName];
|
|
var skin = new spine.Skin(skinName);
|
|
for (var slotName in skinMap) {
|
|
if (!skinMap.hasOwnProperty(slotName)) continue;
|
|
var slotIndex = skeletonData.findSlotIndex(slotName);
|
|
var slotEntry = skinMap[slotName];
|
|
for (var attachmentName in slotEntry) {
|
|
if (!slotEntry.hasOwnProperty(attachmentName)) continue;
|
|
var attachment = this.readAttachment(skin, attachmentName, slotEntry[attachmentName]);
|
|
if (attachment != null) skin.addAttachment(slotIndex, attachmentName, attachment);
|
|
}
|
|
}
|
|
skeletonData.skins.push(skin);
|
|
if (skin.name == "default") skeletonData.defaultSkin = skin;
|
|
}
|
|
|
|
// Animations.
|
|
var animations = root["animations"];
|
|
for (var animationName in animations) {
|
|
if (!animations.hasOwnProperty(animationName)) continue;
|
|
this.readAnimation(animationName, animations[animationName], skeletonData);
|
|
}
|
|
|
|
return skeletonData;
|
|
},
|
|
readAttachment: function (skin, name, map) {
|
|
/*jshint -W069*/
|
|
name = map["name"] || name;
|
|
|
|
var type = spine.AttachmentType[map["type"] || "region"];
|
|
|
|
if (type == spine.AttachmentType.region) {
|
|
var attachment = new spine.RegionAttachment();
|
|
attachment.x = (map["x"] || 0) * this.scale;
|
|
attachment.y = (map["y"] || 0) * this.scale;
|
|
attachment.scaleX = map["scaleX"] || 1;
|
|
attachment.scaleY = map["scaleY"] || 1;
|
|
attachment.rotation = map["rotation"] || 0;
|
|
attachment.width = (map["width"] || 32) * this.scale;
|
|
attachment.height = (map["height"] || 32) * this.scale;
|
|
attachment.updateOffset();
|
|
|
|
attachment.rendererObject = {};
|
|
attachment.rendererObject.name = name;
|
|
attachment.rendererObject.scale = {};
|
|
attachment.rendererObject.scale.x = attachment.scaleX;
|
|
attachment.rendererObject.scale.y = attachment.scaleY;
|
|
attachment.rendererObject.rotation = -attachment.rotation * Math.PI / 180;
|
|
return attachment;
|
|
}
|
|
|
|
throw "Unknown attachment type: " + type;
|
|
},
|
|
|
|
readAnimation: function (name, map, skeletonData) {
|
|
/*jshint -W069*/
|
|
var timelines = [];
|
|
var duration = 0;
|
|
var frameIndex, timeline, timelineName, valueMap, values,
|
|
i, n;
|
|
|
|
var bones = map["bones"];
|
|
for (var boneName in bones) {
|
|
if (!bones.hasOwnProperty(boneName)) continue;
|
|
var boneIndex = skeletonData.findBoneIndex(boneName);
|
|
if (boneIndex == -1) throw "Bone not found: " + boneName;
|
|
var boneMap = bones[boneName];
|
|
|
|
for (timelineName in boneMap) {
|
|
if (!boneMap.hasOwnProperty(timelineName)) continue;
|
|
values = boneMap[timelineName];
|
|
if (timelineName == "rotate") {
|
|
timeline = new spine.RotateTimeline(values.length);
|
|
timeline.boneIndex = boneIndex;
|
|
|
|
frameIndex = 0;
|
|
for (i = 0, n = values.length; i < n; i++) {
|
|
valueMap = values[i];
|
|
timeline.setFrame(frameIndex, valueMap["time"], valueMap["angle"]);
|
|
spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
|
|
frameIndex++;
|
|
}
|
|
timelines.push(timeline);
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]);
|
|
|
|
} else if (timelineName == "translate" || timelineName == "scale") {
|
|
var timelineScale = 1;
|
|
if (timelineName == "scale")
|
|
timeline = new spine.ScaleTimeline(values.length);
|
|
else {
|
|
timeline = new spine.TranslateTimeline(values.length);
|
|
timelineScale = this.scale;
|
|
}
|
|
timeline.boneIndex = boneIndex;
|
|
|
|
frameIndex = 0;
|
|
for (i = 0, n = values.length; i < n; i++) {
|
|
valueMap = values[i];
|
|
var x = (valueMap["x"] || 0) * timelineScale;
|
|
var y = (valueMap["y"] || 0) * timelineScale;
|
|
timeline.setFrame(frameIndex, valueMap["time"], x, y);
|
|
spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
|
|
frameIndex++;
|
|
}
|
|
timelines.push(timeline);
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]);
|
|
|
|
} else
|
|
throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")";
|
|
}
|
|
}
|
|
var slots = map["slots"];
|
|
for (var slotName in slots) {
|
|
if (!slots.hasOwnProperty(slotName)) continue;
|
|
var slotMap = slots[slotName];
|
|
var slotIndex = skeletonData.findSlotIndex(slotName);
|
|
|
|
for (timelineName in slotMap) {
|
|
if (!slotMap.hasOwnProperty(timelineName)) continue;
|
|
values = slotMap[timelineName];
|
|
if (timelineName == "color") {
|
|
timeline = new spine.ColorTimeline(values.length);
|
|
timeline.slotIndex = slotIndex;
|
|
|
|
frameIndex = 0;
|
|
for (i = 0, n = values.length; i < n; i++) {
|
|
valueMap = values[i];
|
|
var color = valueMap["color"];
|
|
var r = spine.SkeletonJson.toColor(color, 0);
|
|
var g = spine.SkeletonJson.toColor(color, 1);
|
|
var b = spine.SkeletonJson.toColor(color, 2);
|
|
var a = spine.SkeletonJson.toColor(color, 3);
|
|
timeline.setFrame(frameIndex, valueMap["time"], r, g, b, a);
|
|
spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
|
|
frameIndex++;
|
|
}
|
|
timelines.push(timeline);
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 5 - 5]);
|
|
|
|
} else if (timelineName == "attachment") {
|
|
timeline = new spine.AttachmentTimeline(values.length);
|
|
timeline.slotIndex = slotIndex;
|
|
|
|
frameIndex = 0;
|
|
for (i = 0, n = values.length; i < n; i++) {
|
|
valueMap = values[i];
|
|
timeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]);
|
|
}
|
|
timelines.push(timeline);
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
|
|
|
|
} else
|
|
throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")";
|
|
}
|
|
}
|
|
skeletonData.animations.push(new spine.Animation(name, timelines, duration));
|
|
}
|
|
};
|
|
spine.SkeletonJson.readCurve = function (timeline, frameIndex, valueMap) {
|
|
/*jshint -W069*/
|
|
var curve = valueMap["curve"];
|
|
if (!curve) return;
|
|
if (curve == "stepped")
|
|
timeline.curves.setStepped(frameIndex);
|
|
else if (curve instanceof Array)
|
|
timeline.curves.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
|
|
};
|
|
spine.SkeletonJson.toColor = function (hexString, colorIndex) {
|
|
if (hexString.length != 8) throw "Color hexidecimal length must be 8, recieved: " + hexString;
|
|
return parseInt(hexString.substring(colorIndex * 2, 2), 16) / 255;
|
|
};
|
|
|
|
spine.Atlas = function (atlasText, textureLoader) {
|
|
this.textureLoader = textureLoader;
|
|
this.pages = [];
|
|
this.regions = [];
|
|
|
|
var reader = new spine.AtlasReader(atlasText);
|
|
var tuple = [];
|
|
tuple.length = 4;
|
|
var page = null;
|
|
while (true) {
|
|
var line = reader.readLine();
|
|
if (line == null) break;
|
|
line = reader.trim(line);
|
|
if (!line.length)
|
|
page = null;
|
|
else if (!page) {
|
|
page = new spine.AtlasPage();
|
|
page.name = line;
|
|
|
|
page.format = spine.Atlas.Format[reader.readValue()];
|
|
|
|
reader.readTuple(tuple);
|
|
page.minFilter = spine.Atlas.TextureFilter[tuple[0]];
|
|
page.magFilter = spine.Atlas.TextureFilter[tuple[1]];
|
|
|
|
var direction = reader.readValue();
|
|
page.uWrap = spine.Atlas.TextureWrap.clampToEdge;
|
|
page.vWrap = spine.Atlas.TextureWrap.clampToEdge;
|
|
if (direction == "x")
|
|
page.uWrap = spine.Atlas.TextureWrap.repeat;
|
|
else if (direction == "y")
|
|
page.vWrap = spine.Atlas.TextureWrap.repeat;
|
|
else if (direction == "xy")
|
|
page.uWrap = page.vWrap = spine.Atlas.TextureWrap.repeat;
|
|
|
|
textureLoader.load(page, line);
|
|
|
|
this.pages.push(page);
|
|
|
|
} else {
|
|
var region = new spine.AtlasRegion();
|
|
region.name = line;
|
|
region.page = page;
|
|
|
|
region.rotate = reader.readValue() == "true";
|
|
|
|
reader.readTuple(tuple);
|
|
var x = parseInt(tuple[0], 10);
|
|
var y = parseInt(tuple[1], 10);
|
|
|
|
reader.readTuple(tuple);
|
|
var width = parseInt(tuple[0], 10);
|
|
var height = parseInt(tuple[1], 10);
|
|
|
|
region.u = x / page.width;
|
|
region.v = y / page.height;
|
|
if (region.rotate) {
|
|
region.u2 = (x + height) / page.width;
|
|
region.v2 = (y + width) / page.height;
|
|
} else {
|
|
region.u2 = (x + width) / page.width;
|
|
region.v2 = (y + height) / page.height;
|
|
}
|
|
region.x = x;
|
|
region.y = y;
|
|
region.width = Math.abs(width);
|
|
region.height = Math.abs(height);
|
|
|
|
if (reader.readTuple(tuple) == 4) { // split is optional
|
|
region.splits = [parseInt(tuple[0], 10), parseInt(tuple[1], 10), parseInt(tuple[2], 10), parseInt(tuple[3], 10)];
|
|
|
|
if (reader.readTuple(tuple) == 4) { // pad is optional, but only present with splits
|
|
region.pads = [parseInt(tuple[0], 10), parseInt(tuple[1], 10), parseInt(tuple[2], 10), parseInt(tuple[3], 10)];
|
|
|
|
reader.readTuple(tuple);
|
|
}
|
|
}
|
|
|
|
region.originalWidth = parseInt(tuple[0], 10);
|
|
region.originalHeight = parseInt(tuple[1], 10);
|
|
|
|
reader.readTuple(tuple);
|
|
region.offsetX = parseInt(tuple[0], 10);
|
|
region.offsetY = parseInt(tuple[1], 10);
|
|
|
|
region.index = parseInt(reader.readValue(), 10);
|
|
|
|
this.regions.push(region);
|
|
}
|
|
}
|
|
};
|
|
spine.Atlas.prototype = {
|
|
findRegion: function (name) {
|
|
var regions = this.regions;
|
|
for (var i = 0, n = regions.length; i < n; i++)
|
|
if (regions[i].name == name) return regions[i];
|
|
return null;
|
|
},
|
|
dispose: function () {
|
|
var pages = this.pages;
|
|
for (var i = 0, n = pages.length; i < n; i++)
|
|
this.textureLoader.unload(pages[i].rendererObject);
|
|
},
|
|
updateUVs: function (page) {
|
|
var regions = this.regions;
|
|
for (var i = 0, n = regions.length; i < n; i++) {
|
|
var region = regions[i];
|
|
if (region.page != page) continue;
|
|
region.u = region.x / page.width;
|
|
region.v = region.y / page.height;
|
|
if (region.rotate) {
|
|
region.u2 = (region.x + region.height) / page.width;
|
|
region.v2 = (region.y + region.width) / page.height;
|
|
} else {
|
|
region.u2 = (region.x + region.width) / page.width;
|
|
region.v2 = (region.y + region.height) / page.height;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
spine.Atlas.Format = {
|
|
alpha: 0,
|
|
intensity: 1,
|
|
luminanceAlpha: 2,
|
|
rgb565: 3,
|
|
rgba4444: 4,
|
|
rgb888: 5,
|
|
rgba8888: 6
|
|
};
|
|
|
|
spine.Atlas.TextureFilter = {
|
|
nearest: 0,
|
|
linear: 1,
|
|
mipMap: 2,
|
|
mipMapNearestNearest: 3,
|
|
mipMapLinearNearest: 4,
|
|
mipMapNearestLinear: 5,
|
|
mipMapLinearLinear: 6
|
|
};
|
|
|
|
spine.Atlas.TextureWrap = {
|
|
mirroredRepeat: 0,
|
|
clampToEdge: 1,
|
|
repeat: 2
|
|
};
|
|
|
|
spine.AtlasPage = function () {};
|
|
spine.AtlasPage.prototype = {
|
|
name: null,
|
|
format: null,
|
|
minFilter: null,
|
|
magFilter: null,
|
|
uWrap: null,
|
|
vWrap: null,
|
|
rendererObject: null,
|
|
width: 0,
|
|
height: 0
|
|
};
|
|
|
|
spine.AtlasRegion = function () {};
|
|
spine.AtlasRegion.prototype = {
|
|
page: null,
|
|
name: null,
|
|
x: 0, y: 0,
|
|
width: 0, height: 0,
|
|
u: 0, v: 0, u2: 0, v2: 0,
|
|
offsetX: 0, offsetY: 0,
|
|
originalWidth: 0, originalHeight: 0,
|
|
index: 0,
|
|
rotate: false,
|
|
splits: null,
|
|
pads: null,
|
|
};
|
|
|
|
spine.AtlasReader = function (text) {
|
|
this.lines = text.split(/\r\n|\r|\n/);
|
|
};
|
|
spine.AtlasReader.prototype = {
|
|
index: 0,
|
|
trim: function (value) {
|
|
return value.replace(/^\s+|\s+$/g, "");
|
|
},
|
|
readLine: function () {
|
|
if (this.index >= this.lines.length) return null;
|
|
return this.lines[this.index++];
|
|
},
|
|
readValue: function () {
|
|
var line = this.readLine();
|
|
var colon = line.indexOf(":");
|
|
if (colon == -1) throw "Invalid line: " + line;
|
|
return this.trim(line.substring(colon + 1));
|
|
},
|
|
/** Returns the number of tuple values read (2 or 4). */
|
|
readTuple: function (tuple) {
|
|
var line = this.readLine();
|
|
var colon = line.indexOf(":");
|
|
if (colon == -1) throw "Invalid line: " + line;
|
|
var i = 0, lastMatch= colon + 1;
|
|
for (; i < 3; i++) {
|
|
var comma = line.indexOf(",", lastMatch);
|
|
if (comma == -1) {
|
|
if (!i) throw "Invalid line: " + line;
|
|
break;
|
|
}
|
|
tuple[i] = this.trim(line.substr(lastMatch, comma - lastMatch));
|
|
lastMatch = comma + 1;
|
|
}
|
|
tuple[i] = this.trim(line.substring(lastMatch));
|
|
return i + 1;
|
|
}
|
|
}
|
|
|
|
spine.AtlasAttachmentLoader = function (atlas) {
|
|
this.atlas = atlas;
|
|
}
|
|
spine.AtlasAttachmentLoader.prototype = {
|
|
newAttachment: function (skin, type, name) {
|
|
switch (type) {
|
|
case spine.AttachmentType.region:
|
|
var region = this.atlas.findRegion(name);
|
|
if (!region) throw "Region not found in atlas: " + name + " (" + type + ")";
|
|
var attachment = new spine.RegionAttachment(name);
|
|
attachment.rendererObject = region;
|
|
attachment.setUVs(region.u, region.v, region.u2, region.v2, region.rotate);
|
|
attachment.regionOffsetX = region.offsetX;
|
|
attachment.regionOffsetY = region.offsetY;
|
|
attachment.regionWidth = region.width;
|
|
attachment.regionHeight = region.height;
|
|
attachment.regionOriginalWidth = region.originalWidth;
|
|
attachment.regionOriginalHeight = region.originalHeight;
|
|
return attachment;
|
|
}
|
|
throw "Unknown attachment type: " + type;
|
|
}
|
|
}
|
|
|
|
spine.Bone.yDown = true;
|
|
PIXI.AnimCache = {};
|
|
|
|
/**
|
|
* A class that enables the you to import and run your spine animations in pixi.
|
|
* Spine animation data needs to be loaded using the PIXI.AssetLoader or PIXI.SpineLoader before it can be used by this class
|
|
* See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source
|
|
*
|
|
* @class Spine
|
|
* @extends DisplayObjectContainer
|
|
* @constructor
|
|
* @param url {String} The url of the spine anim file to be used
|
|
*/
|
|
PIXI.Spine = function (url) {
|
|
PIXI.DisplayObjectContainer.call(this);
|
|
|
|
this.spineData = PIXI.AnimCache[url];
|
|
|
|
if (!this.spineData) {
|
|
throw new Error("Spine data must be preloaded using PIXI.SpineLoader or PIXI.AssetLoader: " + url);
|
|
}
|
|
|
|
this.skeleton = new spine.Skeleton(this.spineData);
|
|
this.skeleton.updateWorldTransform();
|
|
|
|
this.stateData = new spine.AnimationStateData(this.spineData);
|
|
this.state = new spine.AnimationState(this.stateData);
|
|
|
|
this.slotContainers = [];
|
|
|
|
for (var i = 0, n = this.skeleton.drawOrder.length; i < n; i++) {
|
|
var slot = this.skeleton.drawOrder[i];
|
|
var attachment = slot.attachment;
|
|
var slotContainer = new PIXI.DisplayObjectContainer();
|
|
this.slotContainers.push(slotContainer);
|
|
this.addChild(slotContainer);
|
|
if (!(attachment instanceof spine.RegionAttachment)) {
|
|
continue;
|
|
}
|
|
var spriteName = attachment.rendererObject.name;
|
|
var sprite = this.createSprite(slot, attachment.rendererObject);
|
|
slot.currentSprite = sprite;
|
|
slot.currentSpriteName = spriteName;
|
|
slotContainer.addChild(sprite);
|
|
}
|
|
};
|
|
|
|
PIXI.Spine.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
|
|
PIXI.Spine.prototype.constructor = PIXI.Spine;
|
|
|
|
/*
|
|
* Updates the object transform for rendering
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.Spine.prototype.updateTransform = function () {
|
|
this.lastTime = this.lastTime || Date.now();
|
|
var timeDelta = (Date.now() - this.lastTime) * 0.001;
|
|
this.lastTime = Date.now();
|
|
this.state.update(timeDelta);
|
|
this.state.apply(this.skeleton);
|
|
this.skeleton.updateWorldTransform();
|
|
|
|
var drawOrder = this.skeleton.drawOrder;
|
|
for (var i = 0, n = drawOrder.length; i < n; i++) {
|
|
var slot = drawOrder[i];
|
|
var attachment = slot.attachment;
|
|
var slotContainer = this.slotContainers[i];
|
|
if (!(attachment instanceof spine.RegionAttachment)) {
|
|
slotContainer.visible = false;
|
|
continue;
|
|
}
|
|
|
|
if (attachment.rendererObject) {
|
|
if (!slot.currentSpriteName || slot.currentSpriteName != attachment.name) {
|
|
var spriteName = attachment.rendererObject.name;
|
|
if (slot.currentSprite !== undefined) {
|
|
slot.currentSprite.visible = false;
|
|
}
|
|
slot.sprites = slot.sprites || {};
|
|
if (slot.sprites[spriteName] !== undefined) {
|
|
slot.sprites[spriteName].visible = true;
|
|
} else {
|
|
var sprite = this.createSprite(slot, attachment.rendererObject);
|
|
slotContainer.addChild(sprite);
|
|
}
|
|
slot.currentSprite = slot.sprites[spriteName];
|
|
slot.currentSpriteName = spriteName;
|
|
}
|
|
}
|
|
slotContainer.visible = true;
|
|
|
|
var bone = slot.bone;
|
|
|
|
slotContainer.position.x = bone.worldX + attachment.x * bone.m00 + attachment.y * bone.m01;
|
|
slotContainer.position.y = bone.worldY + attachment.x * bone.m10 + attachment.y * bone.m11;
|
|
slotContainer.scale.x = bone.worldScaleX;
|
|
slotContainer.scale.y = bone.worldScaleY;
|
|
|
|
slotContainer.rotation = -(slot.bone.worldRotation * Math.PI / 180);
|
|
}
|
|
|
|
PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
|
|
};
|
|
|
|
|
|
PIXI.Spine.prototype.createSprite = function (slot, descriptor) {
|
|
var name = PIXI.TextureCache[descriptor.name] ? descriptor.name : descriptor.name + ".png";
|
|
var sprite = new PIXI.Sprite(PIXI.Texture.fromFrame(name));
|
|
sprite.scale = descriptor.scale;
|
|
sprite.rotation = descriptor.rotation;
|
|
sprite.anchor.x = sprite.anchor.y = 0.5;
|
|
|
|
slot.sprites = slot.sprites || {};
|
|
slot.sprites[descriptor.name] = sprite;
|
|
return sprite;
|
|
};
|
|
|
|
</pre>
|
|
</div>
|
|
|
|
</div>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
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|
|
<script>prettyPrint();</script>
|
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|
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|
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|
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<script src="../assets/js/api-list.js"></script>
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