/** * @author Richard Davey * @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'); var SpineCanvas = require('SpineCanvas'); // var SpineGL = require('SpineGL'); /** * @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) { console.log('SpinePlugin enabled'); BasePlugin.call(this, pluginManager); // console.log(SpineCanvas.canvas); // console.log(SpineGL.webgl); 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; // console.log(this.skeletonRenderer); // 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; }, 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; }, /** * 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;