2018-10-18 13:59:27 +00:00
|
|
|
/**
|
|
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
|
|
* @copyright 2018 Photon Storm Ltd.
|
|
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
|
|
*/
|
|
|
|
|
|
|
|
var Class = require('../../../src/utils/Class');
|
|
|
|
var BasePlugin = require('../../../src/plugins/BasePlugin');
|
2018-10-22 16:15:45 +00:00
|
|
|
var SpineCanvas = require('SpineCanvas');
|
|
|
|
|
|
|
|
// var SpineGL = require('SpineGL');
|
2018-10-18 13:59:27 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* @classdesc
|
|
|
|
* TODO
|
|
|
|
*
|
|
|
|
* @class SpinePlugin
|
|
|
|
* @constructor
|
|
|
|
*
|
|
|
|
* @param {Phaser.Scene} scene - The Scene to which this plugin is being installed.
|
|
|
|
* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Phaser Plugin Manager.
|
|
|
|
*/
|
|
|
|
var SpinePlugin = new Class({
|
|
|
|
|
|
|
|
Extends: BasePlugin,
|
|
|
|
|
|
|
|
initialize:
|
|
|
|
|
|
|
|
function SpinePlugin (pluginManager)
|
|
|
|
{
|
2018-10-22 16:15:45 +00:00
|
|
|
console.log('SpinePlugin enabled');
|
2018-10-18 13:59:27 +00:00
|
|
|
|
|
|
|
BasePlugin.call(this, pluginManager);
|
|
|
|
|
2018-10-22 16:15:45 +00:00
|
|
|
// console.log(SpineCanvas.canvas);
|
|
|
|
// console.log(SpineGL.webgl);
|
2018-10-18 13:59:27 +00:00
|
|
|
|
2018-10-22 16:15:45 +00:00
|
|
|
this.skeletonRenderer = new SpineCanvas.canvas.SkeletonRenderer(this.game.context);
|
|
|
|
|
|
|
|
this.textureManager = this.game.textures;
|
|
|
|
this.textCache = this.game.cache.text;
|
|
|
|
this.jsonCache = this.game.cache.json;
|
2018-10-18 13:59:27 +00:00
|
|
|
|
2018-10-22 16:15:45 +00:00
|
|
|
// console.log(this.skeletonRenderer);
|
2018-10-18 13:59:27 +00:00
|
|
|
// pluginManager.registerGameObject('sprite3D', this.sprite3DFactory, this.sprite3DCreator);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Creates a new Sprite3D Game Object and adds it to the Scene.
|
|
|
|
*
|
|
|
|
* @method Phaser.GameObjects.GameObjectFactory#sprite3D
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
|
|
|
* @param {number} x - The horizontal position of this Game Object.
|
|
|
|
* @param {number} y - The vertical position of this Game Object.
|
|
|
|
* @param {number} z - The z position of this Game Object.
|
|
|
|
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
|
|
|
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
|
|
|
*
|
|
|
|
* @return {Phaser.GameObjects.Sprite3D} The Game Object that was created.
|
|
|
|
*/
|
|
|
|
sprite3DFactory: function (x, y, z, key, frame)
|
|
|
|
{
|
|
|
|
// var sprite = new Sprite3D(this.scene, x, y, z, key, frame);
|
|
|
|
|
|
|
|
// this.displayList.add(sprite.gameObject);
|
|
|
|
// this.updateList.add(sprite.gameObject);
|
|
|
|
|
|
|
|
// return sprite;
|
|
|
|
},
|
|
|
|
|
2018-10-22 16:15:45 +00:00
|
|
|
createSkeleton: function (textureKey, atlasKey, jsonKey)
|
|
|
|
{
|
|
|
|
var canvasTexture = new SpineCanvas.canvas.CanvasTexture(this.textureManager.get(textureKey).getSourceImage());
|
|
|
|
|
|
|
|
var atlas = new SpineCanvas.TextureAtlas(this.textCache.get(atlasKey), function () { return canvasTexture; });
|
|
|
|
|
|
|
|
var atlasLoader = new SpineCanvas.AtlasAttachmentLoader(atlas);
|
|
|
|
|
|
|
|
var skeletonJson = new SpineCanvas.SkeletonJson(atlasLoader);
|
|
|
|
|
|
|
|
var skeletonData = skeletonJson.readSkeletonData(this.jsonCache.get(jsonKey));
|
|
|
|
|
|
|
|
var skeleton = new SpineCanvas.Skeleton(skeletonData);
|
|
|
|
|
|
|
|
skeleton.flipY = true;
|
|
|
|
skeleton.setToSetupPose();
|
|
|
|
skeleton.updateWorldTransform();
|
|
|
|
|
|
|
|
skeleton.setSkinByName('default');
|
|
|
|
|
|
|
|
return skeleton;
|
|
|
|
},
|
|
|
|
|
|
|
|
getBounds: function (skeleton)
|
|
|
|
{
|
|
|
|
var offset = new SpineCanvas.Vector2();
|
|
|
|
var size = new SpineCanvas.Vector2();
|
|
|
|
|
|
|
|
skeleton.getBounds(offset, size, []);
|
|
|
|
|
|
|
|
return { offset: offset, size: size };
|
|
|
|
},
|
|
|
|
|
|
|
|
createAnimationState: function (skeleton, animationName)
|
|
|
|
{
|
|
|
|
var state = new SpineCanvas.AnimationState(new SpineCanvas.AnimationStateData(skeleton.data));
|
|
|
|
|
|
|
|
state.setAnimation(0, animationName, true);
|
|
|
|
|
|
|
|
return state;
|
|
|
|
},
|
|
|
|
|
2018-10-18 13:59:27 +00:00
|
|
|
/**
|
|
|
|
* The Scene that owns this plugin is shutting down.
|
|
|
|
* We need to kill and reset all internal properties as well as stop listening to Scene events.
|
|
|
|
*
|
|
|
|
* @method Camera3DPlugin#shutdown
|
|
|
|
* @private
|
|
|
|
* @since 3.0.0
|
|
|
|
*/
|
|
|
|
shutdown: function ()
|
|
|
|
{
|
|
|
|
var eventEmitter = this.systems.events;
|
|
|
|
|
|
|
|
eventEmitter.off('update', this.update, this);
|
|
|
|
eventEmitter.off('shutdown', this.shutdown, this);
|
|
|
|
|
|
|
|
this.removeAll();
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* The Scene that owns this plugin is being destroyed.
|
|
|
|
* We need to shutdown and then kill off all external references.
|
|
|
|
*
|
|
|
|
* @method Camera3DPlugin#destroy
|
|
|
|
* @private
|
|
|
|
* @since 3.0.0
|
|
|
|
*/
|
|
|
|
destroy: function ()
|
|
|
|
{
|
|
|
|
this.shutdown();
|
|
|
|
|
|
|
|
this.pluginManager = null;
|
|
|
|
this.game = null;
|
|
|
|
this.scene = null;
|
|
|
|
this.systems = null;
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
module.exports = SpinePlugin;
|