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36000e3 Nov 16, 2016
@NathanSweet @badlogic
115 lines (102 sloc) 5 KB
-------------------------------------------------------------------------------
-- Spine Runtimes Software License v2.5
--
-- Copyright (c) 2013-2016, Esoteric Software
-- All rights reserved.
--
-- You are granted a perpetual, non-exclusive, non-sublicensable, and
-- non-transferable license to use, install, execute, and perform the Spine
-- Runtimes software and derivative works solely for personal or internal
-- use. Without the written permission of Esoteric Software (see Section 2 of
-- the Spine Software License Agreement), you may not (a) modify, translate,
-- adapt, or develop new applications using the Spine Runtimes or otherwise
-- create derivative works or improvements of the Spine Runtimes or (b) remove,
-- delete, alter, or obscure any trademarks or any copyright, trademark, patent,
-- or other intellectual property or proprietary rights notices on or in the
-- Software, including any copy thereof. Redistributions in binary or source
-- form must include this license and terms.
--
-- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
-- IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
-- MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
-- EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
-- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
-- USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
-- IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
-- ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
-- POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
local spine = require "spine-love.spine"
local skeletons = {}
local activeSkeleton = 1
function loadSkeleton (jsonFile, atlasFile, animation, skin, scale, x, y)
local loader = function (path) return love.graphics.newImage("data/" .. path) end
local atlas = spine.TextureAtlas.new(spine.utils.readFile("data/" .. atlasFile .. ".atlas"), loader)
local json = spine.SkeletonJson.new(spine.AtlasAttachmentLoader.new(atlas))
json.scale = scale
local skeletonData = json:readSkeletonDataFile("data/" .. jsonFile .. ".json")
local skeleton = spine.Skeleton.new(skeletonData)
skeleton.x = x
skeleton.y = y
skeleton.flipX = false
skeleton.flipY = true
if skin then
skeleton:setSkin(skin)
end
skeleton:setToSetupPose()
local stateData = spine.AnimationStateData.new(skeletonData)
local state = spine.AnimationState.new(stateData)
state:setAnimationByName(0, animation, true)
-- set some event callbacks
state.onStart = function (entry)
print(entry.trackIndex.." start: "..entry.animation.name)
end
state.onInterrupt = function (entry)
print(entry.trackIndex.." interrupt: "..entry.animation.name)
end
state.onEnd = function (entry)
print(entry.trackIndex.." end: "..entry.animation.name)
end
state.onComplete = function (entry)
print(entry.trackIndex.." complete: "..entry.animation.name)
end
state.onDispose = function (entry)
print(entry.trackIndex.." dispose: "..entry.animation.name)
end
state.onEvent = function (entry, event)
print(entry.trackIndex.." event: "..entry.animation.name..", "..event.data.name..", "..event.intValue..", "..event.floatValue..", '"..(event.stringValue or "").."'")
end
state:update(0.5)
state:apply(skeleton)
return { state = state, skeleton = skeleton }
end
function love.load(arg)
if arg[#arg] == "-debug" then require("mobdebug").start() end
table.insert(skeletons, loadSkeleton("test", "test", "animation", nil, 0.5, 400, 300))
table.insert(skeletons, loadSkeleton("spineboy", "spineboy", "walk", nil, 0.5, 400, 500))
table.insert(skeletons, loadSkeleton("raptor", "raptor", "walk", nil, 0.3, 400, 500))
table.insert(skeletons, loadSkeleton("goblins-mesh", "goblins", "walk", "goblin", 1, 400, 500))
table.insert(skeletons, loadSkeleton("tank", "tank", "drive", nil, 0.2, 600, 500))
table.insert(skeletons, loadSkeleton("vine", "vine", "animation", nil, 0.3, 400, 500))
table.insert(skeletons, loadSkeleton("stretchyman", "stretchyman", "sneak", nil, 0.3, 200, 500))
skeletonRenderer = spine.SkeletonRenderer.new()
end
function love.update (delta)
-- Update the state with the delta time, apply it, and update the world transforms.
local state = skeletons[activeSkeleton].state
local skeleton = skeletons[activeSkeleton].skeleton
state:update(delta)
state:apply(skeleton)
skeleton:updateWorldTransform()
end
function love.draw ()
love.graphics.setBackgroundColor(128, 128, 128, 255)
love.graphics.setColor(255, 255, 255)
local skeleton = skeletons[activeSkeleton].skeleton
skeletonRenderer:draw(skeleton)
end
function love.mousepressed (x, y, button, istouch)
activeSkeleton = activeSkeleton + 1
if activeSkeleton > #skeletons then activeSkeleton = 1 end
end