mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 15:14:47 +00:00
New plugin build
This commit is contained in:
parent
0c9f5f26a3
commit
143986fddb
2 changed files with 116 additions and 163 deletions
259
plugins/spine/dist/SpinePlugin.js
vendored
259
plugins/spine/dist/SpinePlugin.js
vendored
|
@ -11350,8 +11350,13 @@ var SpineFile = new Class({
|
|||
|
||||
function SpineFile (loader, key, jsonURL, atlasURL, jsonXhrSettings, atlasXhrSettings)
|
||||
{
|
||||
var i;
|
||||
var json;
|
||||
var atlas;
|
||||
var files = [];
|
||||
var cache = loader.cacheManager.custom.spine;
|
||||
|
||||
// atlas can be an array of atlas files, not just a single one
|
||||
|
||||
if (IsPlainObject(key))
|
||||
{
|
||||
|
@ -11366,22 +11371,60 @@ var SpineFile = new Class({
|
|||
xhrSettings: GetFastValue(config, 'jsonXhrSettings')
|
||||
});
|
||||
|
||||
atlasURL = GetFastValue(config, 'atlasURL');
|
||||
|
||||
if (Array.isArray(atlasURL))
|
||||
{
|
||||
for (i = 0; i < atlasURL.length; i++)
|
||||
{
|
||||
atlas = new TextFile(loader, {
|
||||
key: key,
|
||||
url: GetFastValue(config, 'atlasURL'),
|
||||
url: atlasURL[i],
|
||||
extension: GetFastValue(config, 'atlasExtension', 'atlas'),
|
||||
xhrSettings: GetFastValue(config, 'atlasXhrSettings')
|
||||
});
|
||||
|
||||
files.push(atlas);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
atlas = new TextFile(loader, {
|
||||
key: key,
|
||||
url: atlasURL,
|
||||
extension: GetFastValue(config, 'atlasExtension', 'atlas'),
|
||||
xhrSettings: GetFastValue(config, 'atlasXhrSettings')
|
||||
});
|
||||
|
||||
files.push(atlas);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
json = new JSONFile(loader, key, jsonURL, jsonXhrSettings);
|
||||
atlas = new TextFile(loader, key, atlasURL, atlasXhrSettings);
|
||||
|
||||
if (Array.isArray(atlasURL))
|
||||
{
|
||||
for (i = 0; i < atlasURL.length; i++)
|
||||
{
|
||||
atlas = new TextFile(loader, key + '_' + i, atlasURL[i], atlasXhrSettings);
|
||||
atlas.cache = cache;
|
||||
|
||||
files.push(atlas);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
atlas = new TextFile(loader, key + '_0', atlasURL, atlasXhrSettings);
|
||||
atlas.cache = cache;
|
||||
|
||||
files.push(atlas);
|
||||
}
|
||||
}
|
||||
|
||||
atlas.cache = loader.cacheManager.custom.spine;
|
||||
files.unshift(json);
|
||||
|
||||
MultiFile.call(this, loader, 'spine', key, [ json, atlas ]);
|
||||
MultiFile.call(this, loader, 'spine', key, files);
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -11471,154 +11514,40 @@ var SpineFile = new Class({
|
|||
|
||||
fileJSON.addToCache();
|
||||
|
||||
var fileText = this.files[1];
|
||||
var atlasCache;
|
||||
var atlasKey = '';
|
||||
var combinedAtlastData = '';
|
||||
|
||||
fileText.addToCache();
|
||||
|
||||
for (var i = 2; i < this.files.length; i++)
|
||||
for (var i = 1; i < this.files.length; i++)
|
||||
{
|
||||
var file = this.files[i];
|
||||
|
||||
if (file.type === 'text')
|
||||
{
|
||||
atlasKey = file.key.substr(0, file.key.length - 2);
|
||||
|
||||
atlasCache = file.cache;
|
||||
|
||||
combinedAtlastData = combinedAtlastData.concat(file.data);
|
||||
}
|
||||
else
|
||||
{
|
||||
var key = file.key.substr(4).trim();
|
||||
|
||||
this.loader.textureManager.addImage(key, file.data);
|
||||
}
|
||||
|
||||
file.pendingDestroy();
|
||||
}
|
||||
|
||||
atlasCache.add(atlasKey, combinedAtlastData);
|
||||
|
||||
this.complete = true;
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* Adds a Unity YAML based Texture Atlas, or array of atlases, to the current load queue.
|
||||
*
|
||||
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
|
||||
*
|
||||
* ```javascript
|
||||
* function preload ()
|
||||
* {
|
||||
* this.load.unityAtlas('mainmenu', 'images/MainMenu.png', 'images/MainMenu.txt');
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
* The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
|
||||
* or if it's already running, when the next free load slot becomes available. This happens automatically if you
|
||||
* are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
|
||||
* it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
|
||||
* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
|
||||
* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
|
||||
* loaded.
|
||||
*
|
||||
* If you call this from outside of `preload` then you are responsible for starting the Loader afterwards and monitoring
|
||||
* its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details.
|
||||
*
|
||||
* Phaser expects the atlas data to be provided in a YAML formatted text file as exported from Unity.
|
||||
*
|
||||
* Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle.
|
||||
*
|
||||
* The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load.
|
||||
* The key should be unique both in terms of files being loaded and files already present in the Texture Manager.
|
||||
* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
|
||||
* then remove it from the Texture Manager first, before loading a new one.
|
||||
*
|
||||
* Instead of passing arguments you can pass a configuration object, such as:
|
||||
*
|
||||
* ```javascript
|
||||
* this.load.unityAtlas({
|
||||
* key: 'mainmenu',
|
||||
* textureURL: 'images/MainMenu.png',
|
||||
* atlasURL: 'images/MainMenu.txt'
|
||||
* });
|
||||
* ```
|
||||
*
|
||||
* See the documentation for `Phaser.Loader.FileTypes.SpineFileConfig` for more details.
|
||||
*
|
||||
* Once the atlas has finished loading you can use frames from it as textures for a Game Object by referencing its key:
|
||||
*
|
||||
* ```javascript
|
||||
* this.load.unityAtlas('mainmenu', 'images/MainMenu.png', 'images/MainMenu.json');
|
||||
* // and later in your game ...
|
||||
* this.add.image(x, y, 'mainmenu', 'background');
|
||||
* ```
|
||||
*
|
||||
* To get a list of all available frames within an atlas please consult your Texture Atlas software.
|
||||
*
|
||||
* If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
|
||||
* key. For example, if the prefix was `MENU.` and the key was `Background` the final key will be `MENU.Background` and
|
||||
* this is what you would use to retrieve the image from the Texture Manager.
|
||||
*
|
||||
* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
|
||||
*
|
||||
* If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
|
||||
* and no URL is given then the Loader will set the URL to be "alien.png". It will always add `.png` as the extension, although
|
||||
* this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
|
||||
*
|
||||
* Phaser also supports the automatic loading of associated normal maps. If you have a normal map to go with this image,
|
||||
* then you can specify it by providing an array as the `url` where the second element is the normal map:
|
||||
*
|
||||
* ```javascript
|
||||
* this.load.unityAtlas('mainmenu', [ 'images/MainMenu.png', 'images/MainMenu-n.png' ], 'images/MainMenu.txt');
|
||||
* ```
|
||||
*
|
||||
* Or, if you are using a config object use the `normalMap` property:
|
||||
*
|
||||
* ```javascript
|
||||
* this.load.unityAtlas({
|
||||
* key: 'mainmenu',
|
||||
* textureURL: 'images/MainMenu.png',
|
||||
* normalMap: 'images/MainMenu-n.png',
|
||||
* atlasURL: 'images/MainMenu.txt'
|
||||
* });
|
||||
* ```
|
||||
*
|
||||
* The normal map file is subject to the same conditions as the image file with regard to the path, baseURL, CORs and XHR Settings.
|
||||
* Normal maps are a WebGL only feature.
|
||||
*
|
||||
* Note: The ability to load this type of file will only be available if the Unity Atlas File type has been built into Phaser.
|
||||
* It is available in the default build but can be excluded from custom builds.
|
||||
*
|
||||
* @method Phaser.Loader.LoaderPlugin#spine
|
||||
* @fires Phaser.Loader.LoaderPlugin#addFileEvent
|
||||
* @since 3.16.0
|
||||
*
|
||||
* @param {(string|Phaser.Loader.FileTypes.SpineFileConfig|Phaser.Loader.FileTypes.SpineFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
|
||||
* @param {string|string[]} [textureURL] - The absolute or relative URL to load the texture image file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
|
||||
* @param {string} [atlasURL] - The absolute or relative URL to load the texture atlas data file from. If undefined or `null` it will be set to `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt".
|
||||
* @param {XHRSettingsObject} [textureXhrSettings] - An XHR Settings configuration object for the atlas image file. Used in replacement of the Loaders default XHR Settings.
|
||||
* @param {XHRSettingsObject} [atlasXhrSettings] - An XHR Settings configuration object for the atlas data file. Used in replacement of the Loaders default XHR Settings.
|
||||
*
|
||||
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
|
||||
FileTypesManager.register('spine', function (key, jsonURL, atlasURL, jsonXhrSettings, atlasXhrSettings)
|
||||
{
|
||||
var multifile;
|
||||
|
||||
// Supports an Object file definition in the key argument
|
||||
// Or an array of objects in the key argument
|
||||
// Or a single entry where all arguments have been defined
|
||||
|
||||
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;
|
||||
});
|
||||
*/
|
||||
|
||||
module.exports = SpineFile;
|
||||
|
||||
|
||||
|
@ -11787,6 +11716,8 @@ var SpinePlugin = new Class({
|
|||
|
||||
this.skeletonRenderer = new runtime.SkeletonRenderer(gl);
|
||||
|
||||
this.skeletonRenderer.premultipliedAlpha = true;
|
||||
|
||||
this.shapes = new runtime.ShapeRenderer(gl);
|
||||
|
||||
this.debugRenderer = new runtime.SkeletonDebugRenderer(gl);
|
||||
|
@ -11822,7 +11753,7 @@ var SpinePlugin = new Class({
|
|||
|
||||
atlas = new Spine.TextureAtlas(atlasData, function (path)
|
||||
{
|
||||
var glTexture = new Spine.webgl.GLTexture(gl, textures.get(path).getSourceImage());
|
||||
var glTexture = new Spine.webgl.GLTexture(gl, textures.get(path).getSourceImage(), false);
|
||||
|
||||
spineTextures.add(key, glTexture);
|
||||
|
||||
|
@ -12024,7 +11955,9 @@ var ComponentsFlip = __webpack_require__(/*! ../../../../src/gameobjects/compone
|
|||
var ComponentsScrollFactor = __webpack_require__(/*! ../../../../src/gameobjects/components/ScrollFactor */ "../../../src/gameobjects/components/ScrollFactor.js");
|
||||
var ComponentsTransform = __webpack_require__(/*! ../../../../src/gameobjects/components/Transform */ "../../../src/gameobjects/components/Transform.js");
|
||||
var ComponentsVisible = __webpack_require__(/*! ../../../../src/gameobjects/components/Visible */ "../../../src/gameobjects/components/Visible.js");
|
||||
var CounterClockwise = __webpack_require__(/*! ../../../../src/math/angle/CounterClockwise */ "../../../src/math/angle/CounterClockwise.js");
|
||||
var GameObject = __webpack_require__(/*! ../../../../src/gameobjects/GameObject */ "../../../src/gameobjects/GameObject.js");
|
||||
var RadToDeg = __webpack_require__(/*! ../../../../src/math/RadToDeg */ "../../../src/math/RadToDeg.js");
|
||||
var SpineGameObjectRender = __webpack_require__(/*! ./SpineGameObjectRender */ "./gameobject/SpineGameObjectRender.js");
|
||||
|
||||
/**
|
||||
|
@ -12097,13 +12030,8 @@ var SpineGameObject = new Class({
|
|||
|
||||
var skeleton = data.skeleton;
|
||||
|
||||
skeleton.setToSetupPose();
|
||||
|
||||
skeleton.updateWorldTransform();
|
||||
|
||||
skeleton.setSkinByName('default');
|
||||
|
||||
this.skeleton = skeleton;
|
||||
skeleton.setToSetupPose();
|
||||
|
||||
// AnimationState
|
||||
data = this.plugin.createAnimationState(skeleton);
|
||||
|
@ -12148,21 +12076,42 @@ var SpineGameObject = new Class({
|
|||
this.setAnimation(0, animationName, loop);
|
||||
}
|
||||
|
||||
var renderer = this.scene.sys.renderer;
|
||||
|
||||
var height = renderer.height;
|
||||
|
||||
var oldScaleX = this.scaleX;
|
||||
var oldScaleY = this.scaleY;
|
||||
|
||||
skeleton.x = this.x;
|
||||
skeleton.y = height - this.y;
|
||||
skeleton.scaleX = 1;
|
||||
skeleton.scaleY = 1;
|
||||
|
||||
this.skeleton = skeleton;
|
||||
|
||||
this.root = this.getRootBone();
|
||||
|
||||
this.skeleton.scaleX = this.scaleX;
|
||||
this.skeleton.scaleY = this.scaleY;
|
||||
if (this.root)
|
||||
{
|
||||
// - 90 degrees to account for the difference in Spine vs. Phaser rotation
|
||||
this.root.rotation = RadToDeg(CounterClockwise(this.rotation - 1.5707963267948966));
|
||||
}
|
||||
|
||||
this.skeleton.updateWorldTransform();
|
||||
skeleton.updateWorldTransform();
|
||||
|
||||
var w = this.skeletonData.width;
|
||||
var h = this.skeletonData.height;
|
||||
var b = this.getBounds();
|
||||
|
||||
this.width = w;
|
||||
this.height = h;
|
||||
this.width = b.size.x;
|
||||
this.height = b.size.y;
|
||||
|
||||
this.displayOriginX = w / 2;
|
||||
this.displayOriginY = h / 2;
|
||||
this.displayOriginX = this.x - b.offset.x;
|
||||
this.displayOriginY = this.y - (height - (this.height + b.offset.y));
|
||||
|
||||
skeleton.scaleX = oldScaleX;
|
||||
skeleton.scaleY = oldScaleY;
|
||||
|
||||
skeleton.updateWorldTransform();
|
||||
|
||||
return this;
|
||||
},
|
||||
|
@ -12281,6 +12230,11 @@ var SpineGameObject = new Class({
|
|||
return this.skeleton.findSlotIndex(slotName);
|
||||
},
|
||||
|
||||
// getBounds ( 2-tuple offset, 2-tuple size, float[] temp): void
|
||||
// Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
|
||||
// offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
|
||||
// size An output value, the width and height of the AABB.
|
||||
|
||||
getBounds: function ()
|
||||
{
|
||||
return this.plugin.getBounds(this.skeleton);
|
||||
|
@ -12547,8 +12501,6 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
|
|||
shader.setUniform4x4f(runtime.Shader.MVP_MATRIX, mvp.val);
|
||||
|
||||
batcher.begin(shader);
|
||||
|
||||
skeletonRenderer.premultipliedAlpha = true;
|
||||
}
|
||||
|
||||
if (renderer.nextTypeMatch)
|
||||
|
@ -12557,6 +12509,7 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
|
|||
}
|
||||
|
||||
// Draw the current skeleton
|
||||
skeletonRenderer.premultipliedAlpha = true;
|
||||
skeletonRenderer.draw(batcher, skeleton);
|
||||
|
||||
if (!renderer.nextTypeMatch)
|
||||
|
|
2
plugins/spine/dist/SpinePlugin.js.map
vendored
2
plugins/spine/dist/SpinePlugin.js.map
vendored
File diff suppressed because one or more lines are too long
Loading…
Reference in a new issue