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https://github.com/photonstorm/phaser
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New Spine Plugin dist build
This commit is contained in:
parent
cb32eef1d9
commit
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12 changed files with 20722 additions and 78407 deletions
15573
plugins/spine/dist/SpineCanvasPlugin.js
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15573
plugins/spine/dist/SpineCanvasPlugin.js
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plugins/spine/dist/SpineCanvasPlugin.min.js
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plugins/spine/dist/SpineCanvasPlugin.min.js
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plugins/spine/dist/SpineCanvasPluginDebug.js
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plugins/spine/dist/SpineCanvasPluginDebug.js
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plugins/spine/dist/SpinePlugin.js
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plugins/spine/dist/SpinePlugin.js
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plugins/spine/dist/SpinePlugin.min.js
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plugins/spine/dist/SpinePlugin.min.js
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plugins/spine/dist/SpinePluginDebug.js
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plugins/spine/dist/SpinePluginDebug.js
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@ -5123,6 +5123,36 @@ var MultiFile = new Class({
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*/
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this.config = {};
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/**
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* A reference to the Loaders baseURL at the time this MultiFile was created.
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* Used to populate child-files.
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*
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* @name Phaser.Loader.MultiFile#baseURL
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* @type {string}
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* @since 3.20.0
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*/
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this.baseURL = loader.baseURL;
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/**
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* A reference to the Loaders path at the time this MultiFile was created.
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* Used to populate child-files.
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*
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* @name Phaser.Loader.MultiFile#path
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* @type {string}
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* @since 3.20.0
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*/
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this.path = loader.path;
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/**
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* A reference to the Loaders prefix at the time this MultiFile was created.
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* Used to populate child-files.
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*
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* @name Phaser.Loader.MultiFile#prefix
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* @type {string}
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* @since 3.20.0
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*/
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this.prefix = loader.prefix;
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// Link the files
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for (var i = 0; i < files.length; i++)
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{
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@ -19199,9 +19229,9 @@ var SpineFile = new Class({
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var currentPath = loader.path;
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var currentPrefix = loader.prefix;
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var baseURL = GetFastValue(config, 'baseURL', currentBaseURL);
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var path = GetFastValue(config, 'path', currentPath);
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var prefix = GetFastValue(config, 'prefix', currentPrefix);
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var baseURL = GetFastValue(config, 'baseURL', this.baseURL);
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var path = GetFastValue(config, 'path', this.path);
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var prefix = GetFastValue(config, 'prefix', this.prefix);
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var textureXhrSettings = GetFastValue(config, 'textureXhrSettings');
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loader.setBaseURL(baseURL);
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@ -19310,7 +19340,7 @@ var SpineGameObject = __webpack_require__(/*! ./gameobject/SpineGameObject */ ".
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* The Spine Plugin is a Scene based plugin that handles the creation and rendering of Spine Game Objects.
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*
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* All rendering and object creation is handled via the official Spine Runtimes. This version of the plugin
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* uses the Spine 3.8 runtimes. Files created in a more recent version of Spine may not work as a result.
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* uses the Spine 3.8 runtimes. Files created in a different version of Spine may not work as a result.
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*
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* You can find more details about Spine at http://esotericsoftware.com/.
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*
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@ -19565,9 +19595,56 @@ var SpinePlugin = new Class({
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this.getAtlas = this.getAtlasCanvas;
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}
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pluginManager.registerFileType('spine', this.spineFileCallback, scene);
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var _this = this;
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pluginManager.registerGameObject('spine', this.add, this.make);
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var add = function (x, y, key, animationName, loop)
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{
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var spineGO = new SpineGameObject(this.scene, _this, x, y, key, animationName, loop);
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this.displayList.add(spineGO);
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this.updateList.add(spineGO);
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return spineGO;
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};
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var make = function (config, addToScene)
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{
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if (config === undefined) { config = {}; }
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var key = GetValue(config, 'key', null);
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var animationName = GetValue(config, 'animationName', null);
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var loop = GetValue(config, 'loop', false);
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var spineGO = new SpineGameObject(this.scene, _this, 0, 0, key, animationName, loop);
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if (addToScene !== undefined)
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{
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config.add = addToScene;
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}
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BuildGameObject(this.scene, spineGO, config);
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// Spine specific
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var skinName = GetValue(config, 'skinName', false);
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if (skinName)
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{
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spineGO.setSkinByName(skinName);
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}
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var slotName = GetValue(config, 'slotName', false);
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var attachmentName = GetValue(config, 'attachmentName', null);
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if (slotName)
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{
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spineGO.setAttachment(slotName, attachmentName);
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}
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return spineGO.refresh();
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};
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pluginManager.registerFileType('spine', this.spineFileCallback, scene);
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pluginManager.registerGameObject('spine', add, make);
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},
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/**
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@ -19836,116 +19913,6 @@ var SpinePlugin = new Class({
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return this;
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},
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/**
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* Creates a new Spine Game Object and adds it to the Scene.
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*
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* The x and y coordinate given is used to set the placement of the root Spine bone, which can vary from
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* skeleton to skeleton. All rotation and scaling happens from the root bone placement. Spine Game Objects
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* do not have a Phaser origin.
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*
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* If the Spine JSON file exported multiple Skeletons within it, then you can specify them by using a period
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* character in the key. For example, if you loaded a Spine JSON using the key `monsters` and it contains
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* multiple Skeletons, including one called `goblin` then you would use the key `monsters.goblin` to reference
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* that.
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*
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* ```javascript
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* let jelly = this.add.spine(512, 550, 'jelly', 'jelly-think', true);
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* ```
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*
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* The key is optional. If not passed here, you need to call `SpineGameObject.setSkeleton()` to use it.
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*
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* The animation name is also optional and can be set later via `SpineGameObject.setAnimation`.
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*
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* Should you wish for more control over the object creation, such as setting a slot attachment or skin
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* name, then use `SpinePlugin.make` instead.
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*
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* @method SpinePlugin#add
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* @since 3.19.0
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*
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} [key] - The key of the Spine Skeleton this Game Object will use, as stored in the Spine Plugin.
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* @param {string} [animationName] - The name of the animation to set on this Skeleton.
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* @param {boolean} [loop=false] - Should the animation playback be looped or not?
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*
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* @return {SpineGameObject} The Game Object that was created.
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*/
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add: function (x, y, key, animationName, loop)
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{
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var spineGO = new SpineGameObject(this.scene, this.scene.sys.spine, x, y, key, animationName, loop);
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this.displayList.add(spineGO);
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this.updateList.add(spineGO);
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return spineGO;
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},
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/**
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* Creates a new Spine Game Object from the given configuration file and optionally adds it to the Scene.
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*
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* The x and y coordinate given is used to set the placement of the root Spine bone, which can vary from
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* skeleton to skeleton. All rotation and scaling happens from the root bone placement. Spine Game Objects
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* do not have a Phaser origin.
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*
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* If the Spine JSON file exported multiple Skeletons within it, then you can specify them by using a period
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* character in the key. For example, if you loaded a Spine JSON using the key `monsters` and it contains
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* multiple Skeletons, including one called `goblin` then you would use the key `monsters.goblin` to reference
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* that.
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*
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* ```javascript
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* let jelly = this.make.spine({
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* x: 500, y: 500, key: 'jelly',
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* scale: 1.5,
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* skinName: 'square_Green',
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* animationName: 'jelly-idle', loop: true,
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* slotName: 'hat', attachmentName: 'images/La_14'
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* });
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* ```
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*
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* @method SpinePlugin#make
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* @since 3.19.0
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*
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* @param {any} config - The configuration object this Game Object will use to create itself.
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* @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
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*
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* @return {SpineGameObject} The Game Object that was created.
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*/
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make: function (config, addToScene)
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{
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if (config === undefined) { config = {}; }
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var key = GetValue(config, 'key', null);
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var animationName = GetValue(config, 'animationName', null);
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var loop = GetValue(config, 'loop', false);
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var spineGO = new SpineGameObject(this.scene, this.scene.sys.spine, 0, 0, key, animationName, loop);
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if (addToScene !== undefined)
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{
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config.add = addToScene;
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}
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BuildGameObject(this.scene, spineGO, config);
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// Spine specific
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var skinName = GetValue(config, 'skinName', false);
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if (skinName)
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{
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spineGO.setSkinByName(skinName);
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}
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var slotName = GetValue(config, 'slotName', false);
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var attachmentName = GetValue(config, 'attachmentName', null);
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if (slotName)
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{
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spineGO.setAttachment(slotName, attachmentName);
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}
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return spineGO.refresh();
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},
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/**
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* Converts the given x and y screen coordinates into the world space of the given Skeleton.
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*
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@ -20406,6 +20373,72 @@ var SpinePlugin = new Class({
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});
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/**
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* Creates a new Spine Game Object and adds it to the Scene.
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*
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* The x and y coordinate given is used to set the placement of the root Spine bone, which can vary from
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* skeleton to skeleton. All rotation and scaling happens from the root bone placement. Spine Game Objects
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* do not have a Phaser origin.
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*
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* If the Spine JSON file exported multiple Skeletons within it, then you can specify them by using a period
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* character in the key. For example, if you loaded a Spine JSON using the key `monsters` and it contains
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* multiple Skeletons, including one called `goblin` then you would use the key `monsters.goblin` to reference
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* that.
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*
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* ```javascript
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* let jelly = this.add.spine(512, 550, 'jelly', 'jelly-think', true);
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* ```
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*
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* The key is optional. If not passed here, you need to call `SpineGameObject.setSkeleton()` to use it.
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*
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* The animation name is also optional and can be set later via `SpineGameObject.setAnimation`.
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*
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* Should you wish for more control over the object creation, such as setting a slot attachment or skin
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* name, then use `SpinePlugin.make` instead.
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*
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* @method SpinePlugin#add
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* @since 3.19.0
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*
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} [key] - The key of the Spine Skeleton this Game Object will use, as stored in the Spine Plugin.
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* @param {string} [animationName] - The name of the animation to set on this Skeleton.
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* @param {boolean} [loop=false] - Should the animation playback be looped or not?
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*
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* @return {SpineGameObject} The Game Object that was created.
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*/
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/**
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* Creates a new Spine Game Object from the given configuration file and optionally adds it to the Scene.
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*
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* The x and y coordinate given is used to set the placement of the root Spine bone, which can vary from
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* skeleton to skeleton. All rotation and scaling happens from the root bone placement. Spine Game Objects
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* do not have a Phaser origin.
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*
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* If the Spine JSON file exported multiple Skeletons within it, then you can specify them by using a period
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* character in the key. For example, if you loaded a Spine JSON using the key `monsters` and it contains
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* multiple Skeletons, including one called `goblin` then you would use the key `monsters.goblin` to reference
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* that.
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*
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* ```javascript
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* let jelly = this.make.spine({
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* x: 500, y: 500, key: 'jelly',
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* scale: 1.5,
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* skinName: 'square_Green',
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* animationName: 'jelly-idle', loop: true,
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* slotName: 'hat', attachmentName: 'images/La_14'
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* });
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* ```
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*
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* @method SpinePlugin#make
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* @since 3.19.0
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*
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* @param {any} config - The configuration object this Game Object will use to create itself.
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* @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
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*
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* @return {SpineGameObject} The Game Object that was created.
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*/
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module.exports = SpinePlugin;
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@ -21109,7 +21142,7 @@ var SpineGameObject = new Class({
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var skeleton = data.skeleton;
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skeleton.setSkinByName('default');
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skeleton.setSkin();
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skeleton.setToSetupPose();
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this.skeleton = skeleton;
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plugins/spine/dist/SpinePluginDebug.js.map
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plugins/spine/dist/SpinePluginDebug.js.map
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plugins/spine/dist/SpineWebGLPlugin.js
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plugins/spine/dist/SpineWebGLPlugin.js
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plugins/spine/dist/SpineWebGLPlugin.min.js
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plugins/spine/dist/SpineWebGLPlugin.min.js
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plugins/spine/dist/SpineWebGLPluginDebug.js
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plugins/spine/dist/SpineWebGLPluginDebug.js
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