phaser/plugins/spine/src/SpinePlugin.js

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/**
* @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');
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var ScenePlugin = require('../../../src/plugins/ScenePlugin');
var SpineFile = require('./SpineFile');
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var SpineCanvas = require('SpineCanvas');
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var SpineWebGL = require('SpineGL');
var SpineGameObject = require('./gameobject/SpineGameObject');
var runtime;
/**
* @classdesc
* TODO
*
* @class SpinePlugin
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* @extends Phaser.Plugins.ScenePlugin
* @constructor
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* @since 3.16.0
*
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* @param {Phaser.Scene} scene - A reference to the Scene that has installed this plugin.
* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Phaser Plugin Manager.
*/
var SpinePlugin = new Class({
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Extends: ScenePlugin,
initialize:
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function SpinePlugin (scene, pluginManager)
{
console.log('SpinePlugin created');
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ScenePlugin.call(this, scene, pluginManager);
var game = pluginManager.game;
this.canvas = game.canvas;
this.context = game.context;
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// Create a custom cache to store the spine data (.atlas files)
this.cache = game.cache.addCustom('spine');
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this.json = game.cache.json;
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this.textures = game.textures;
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// Register our file type
pluginManager.registerFileType('spine', this.spineFileCallback, scene);
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// Register our game object
runtime = (game.config.renderType) ? SpineCanvas : SpineWebGL;
pluginManager.registerGameObject('spine', this.createSpineFactory(this));
},
boot: function ()
{
this.skeletonRenderer = new SpineCanvas.canvas.SkeletonRenderer(this.game.context);
},
getRuntime: function ()
{
return runtime;
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},
spineFileCallback: function (key, jsonURL, atlasURL, jsonXhrSettings, atlasXhrSettings)
{
var multifile;
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
multifile = new SpineFile(this, key[i]);
this.addFile(multifile.files);
}
}
else
{
multifile = new SpineFile(this, key, jsonURL, atlasURL, jsonXhrSettings, atlasXhrSettings);
this.addFile(multifile.files);
}
return this;
},
/**
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* Creates a new Spine Game Object and adds it to the Scene.
*
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* @method Phaser.GameObjects.GameObjectFactory#spineFactory
* @since 3.16.0
*
* @param {number} x - The horizontal position of this Game Object.
* @param {number} y - The vertical 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.
*
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* @return {Phaser.GameObjects.Spine} The Game Object that was created.
*/
createSpineFactory: function (plugin)
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{
var callback = function (x, y, key, animationName, loop)
{
var spineGO = new SpineGameObject(this.scene, plugin, x, y, key, animationName, loop);
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this.displayList.add(spineGO);
this.updateList.add(spineGO);
return spineGO;
};
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return callback;
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},
createSkeleton: function (key)
{
var atlasData = this.cache.get(key);
if (!atlasData)
{
console.warn('No skeleton data for: ' + key);
return;
}
var textures = this.textures;
var atlas = new SpineCanvas.TextureAtlas(atlasData, function (path)
{
return new SpineCanvas.canvas.CanvasTexture(textures.get(path).getSourceImage());
});
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var atlasLoader = new SpineCanvas.AtlasAttachmentLoader(atlas);
var skeletonJson = new SpineCanvas.SkeletonJson(atlasLoader);
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var skeletonData = skeletonJson.readSkeletonData(this.json.get(key));
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var skeleton = new SpineCanvas.Skeleton(skeletonData);
return { skeletonData: skeletonData, skeleton: skeleton };
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},
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)
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{
var stateData = new SpineCanvas.AnimationStateData(skeleton.data);
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var state = new SpineCanvas.AnimationState(stateData);
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return { stateData: stateData, state: state };
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},
/**
* 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;