phaser/plugins/spine/src/SpinePlugin.js
2019-10-29 02:26:13 -04:00

1127 lines
36 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var BuildGameObject = require('../../../src/gameobjects/BuildGameObject');
var Class = require('../../../src/utils/Class');
var GetValue = require('../../../src/utils/object/GetValue');
var ResizeEvent = require('../../../src/scale/events/RESIZE_EVENT');
var ScenePlugin = require('../../../src/plugins/ScenePlugin');
var Spine = require('Spine');
var SpineFile = require('./SpineFile');
var SpineGameObject = require('./gameobject/SpineGameObject');
/**
* @classdesc
* The Spine Plugin is a Scene based plugin that handles the creation and rendering of Spine Game Objects.
*
* All rendering and object creation is handled via the official Spine Runtimes. This version of the plugin
* uses the Spine 3.8.72 runtimes. Please note that due to the way the Spine runtimes use semver, you will
* get breaking changes in point-releases. Therefore, files created in a different version of Spine may not
* work as a result, without you first updating the runtimes and rebuilding the plugin.
*
* You can find more details about Spine at http://esotericsoftware.com/.
*
* Please note that you require a Spine license in order to use Spine Runtimes in your games.
*
* You can install this plugin into your Phaser game by either importing it, if you're using ES6:
*
* ```javascript
* import * as SpinePlugin from './SpinePlugin.js';
* ```
*
* and then adding it to your Phaser Game configuration:
*
* ```javascript
* plugins: {
* scene: [
* { key: 'SpinePlugin', plugin: window.SpinePlugin, mapping: 'spine' }
* ]
* }
* ```
*
* If you're using ES5 then you can load the Spine Plugin in a Scene files payload, _within_ your
* Game Configuration object, like this:
*
* ```javascript
* scene: {
* preload: preload,
* create: create,
* pack: {
* files: [
* { type: 'scenePlugin', key: 'SpinePlugin', url: 'plugins/SpinePlugin.js', sceneKey: 'spine' }
* ]
* }
* }
* ```
*
* Loading it like this allows you to then use commands such as `this.load.spine` from within the
* same Scene. Alternatively, you can use the method `this.load.plugin` to load the plugin via the normal
* Phaser Loader. However, doing so will not add it to the current Scene. It will be available from any
* subsequent Scenes.
*
* Assuming a default environment you access it from within a Scene by using the `this.spine` reference.
*
* When this plugin is installed into a Scene it will add a Loader File Type, allowing you to load
* Spine files directly, i.e.:
*
* ```javascript
* this.load.spine('stretchyman', 'stretchyman-pro.json', [ 'stretchyman-pma.atlas' ], true);
* ```
*
* It also installs a Game Object Factory method, allowing you to create Spine Game Objects:
*
* ```javascript
* this.add.spine(512, 650, 'stretchyman')
* ```
*
* The first argument is the key which you used when importing the Spine data. There are lots of
* things you can specify, such as the animation name, skeleton, slot attachments and more. Please
* see the respective documentation and examples for further details.
*
* Phaser expects the Spine data to be exported from the Spine application in a JSON format, not binary.
* The associated atlas files are scanned for any texture files present in them, which are then loaded.
* If you have exported your Spine data with preMultipliedAlpha set, then you should enable this in the
* load arguments, or you may see black outlines around skeleton textures.
*
* The Spine plugin is local to the Scene in which it is installed. This means a change to something,
* such as the Skeleton Debug Renderer, in this Scene, will not impact the renderer in any other Scene.
* The only exception to this is with the caches this plugin creates. Spine atlas and texture data are
* stored in their own caches, which are global, meaning they're accessible from any Scene in your
* game, regardless if the Scene loaded the Spine data or not.
*
* For details about the Spine Runtime API see http://esotericsoftware.com/spine-api-reference
*
* @class SpinePlugin
* @extends Phaser.Plugins.ScenePlugin
* @constructor
* @since 3.19.0
*
* @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({
Extends: ScenePlugin,
initialize:
function SpinePlugin (scene, pluginManager)
{
ScenePlugin.call(this, scene, pluginManager);
var game = pluginManager.game;
/**
* A read-only flag that indicates if the game is running under WebGL or Canvas.
*
* @name SpinePlugin#isWebGL
* @type {boolean}
* @readonly
* @since 3.19.0
*/
this.isWebGL = (game.config.renderType === 2);
/**
* A custom cache that stores the Spine atlas data.
*
* This cache is global across your game, allowing you to access Spine data loaded from other Scenes,
* no matter which Scene you are in.
*
* @name SpinePlugin#cache
* @type {Phaser.Cache.BaseCache}
* @since 3.19.0
*/
this.cache = game.cache.addCustom('spine');
/**
* A custom cache that stores the Spine Textures.
*
* This cache is global across your game, allowing you to access Spine data loaded from other Scenes,
* no matter which Scene you are in.
*
* @name SpinePlugin#spineTextures
* @type {Phaser.Cache.BaseCache}
* @since 3.19.0
*/
this.spineTextures = game.cache.addCustom('spineTextures');
/**
* A reference to the global JSON Cache.
*
* @name SpinePlugin#json
* @type {Phaser.Cache.BaseCache}
* @since 3.19.0
*/
this.json = game.cache.json;
/**
* A reference to the global Texture Manager.
*
* @name SpinePlugin#textures
* @type {Phaser.Textures.TextureManager}
* @since 3.19.0
*/
this.textures = game.textures;
/**
* A flag that sets if the Skeleton Renderers will render debug information over the top
* of the skeleton or not.
*
* @name SpinePlugin#drawDebug
* @type {boolean}
* @since 3.19.0
*/
this.drawDebug = false;
/**
* The underlying WebGL context of the Phaser renderer.
*
* Only set if running in WebGL mode.
*
* @name SpinePlugin#gl
* @type {WebGLRenderingContext}
* @since 3.19.0
*/
this.gl;
/**
* A reference to either the Canvas or WebGL Renderer that this Game is using.
*
* @name SpinePlugin#renderer
* @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
* @since 3.19.0
*/
this.renderer;
/**
* An instance of the Spine WebGL Scene Renderer.
*
* Only set if running in WebGL mode.
*
* @name SpinePlugin#sceneRenderer
* @type {spine.webgl.SceneRenderer}
* @since 3.19.0
*/
this.sceneRenderer;
/**
* An instance of the Spine Skeleton Renderer.
*
* @name SpinePlugin#skeletonRenderer
* @type {(spine.canvas.SkeletonRenderer|spine.webgl.SkeletonRenderer)}
* @since 3.19.0
*/
this.skeletonRenderer;
/**
* An instance of the Spine Skeleton Debug Renderer.
*
* Only set if running in WebGL mode.
*
* @name SpinePlugin#skeletonDebugRenderer
* @type {spine.webgl.skeletonDebugRenderer}
* @since 3.19.0
*/
this.skeletonDebugRenderer;
/**
* A reference to the Spine runtime.
* This is the runtime created by Esoteric Software
*
* @name SpinePlugin#plugin
* @type {spine}
* @since 3.19.0
*/
this.plugin = Spine;
/**
* An internal vector3 used by the screen to world method.
*
* @name SpinePlugin#temp1
* @private
* @type {spine.webgl.Vector3}
* @since 3.19.0
*/
this.temp1;
/**
* An internal vector3 used by the screen to world method.
*
* @name SpinePlugin#temp2
* @private
* @type {spine.webgl.Vector3}
* @since 3.19.0
*/
this.temp2;
if (this.isWebGL)
{
this.runtime = Spine.webgl;
this.renderer = game.renderer;
this.gl = game.renderer.gl;
this.getAtlas = this.getAtlasWebGL;
}
else
{
this.runtime = Spine.canvas;
this.renderer = game.renderer;
this.getAtlas = this.getAtlasCanvas;
}
var _this = this;
var add = function (x, y, key, animationName, loop)
{
var spineGO = new SpineGameObject(this.scene, _this, x, y, key, animationName, loop);
this.displayList.add(spineGO);
this.updateList.add(spineGO);
return spineGO;
};
var make = function (config, addToScene)
{
if (config === undefined) { config = {}; }
var key = GetValue(config, 'key', null);
var animationName = GetValue(config, 'animationName', null);
var loop = GetValue(config, 'loop', false);
var spineGO = new SpineGameObject(this.scene, _this, 0, 0, key, animationName, loop);
if (addToScene !== undefined)
{
config.add = addToScene;
}
BuildGameObject(this.scene, spineGO, config);
// Spine specific
var skinName = GetValue(config, 'skinName', false);
if (skinName)
{
spineGO.setSkinByName(skinName);
}
var slotName = GetValue(config, 'slotName', false);
var attachmentName = GetValue(config, 'attachmentName', null);
if (slotName)
{
spineGO.setAttachment(slotName, attachmentName);
}
return spineGO.refresh();
};
pluginManager.registerFileType('spine', this.spineFileCallback, scene);
pluginManager.registerGameObject('spine', add, make);
},
/**
* Internal boot handler.
*
* @method SpinePlugin#boot
* @private
* @since 3.19.0
*/
boot: function ()
{
if (this.isWebGL)
{
this.bootWebGL();
this.onResize();
this.game.scale.on(ResizeEvent, this.onResize, this);
}
else
{
this.bootCanvas();
}
var eventEmitter = this.systems.events;
eventEmitter.once('shutdown', this.shutdown, this);
eventEmitter.once('destroy', this.destroy, this);
},
/**
* Internal boot handler for the Canvas Renderer.
*
* @method SpinePlugin#bootCanvas
* @private
* @since 3.19.0
*/
bootCanvas: function ()
{
this.skeletonRenderer = new Spine.canvas.SkeletonRenderer(this.scene.sys.context);
},
/**
* Internal boot handler for the WebGL Renderer.
*
* @method SpinePlugin#bootWebGL
* @private
* @since 3.19.0
*/
bootWebGL: function ()
{
this.sceneRenderer = new Spine.webgl.SceneRenderer(this.renderer.canvas, this.gl, true);
// Monkeypatch the Spine setBlendMode functions, or batching is destroyed
var setBlendMode = function (srcBlend, dstBlend)
{
if (srcBlend !== this.srcBlend || dstBlend !== this.dstBlend)
{
var gl = this.context.gl;
this.srcBlend = srcBlend;
this.dstBlend = dstBlend;
if (this.isDrawing)
{
this.flush();
gl.blendFunc(this.srcBlend, this.dstBlend);
}
}
};
this.sceneRenderer.batcher.setBlendMode = setBlendMode;
this.sceneRenderer.shapes.setBlendMode = setBlendMode;
this.skeletonRenderer = this.sceneRenderer.skeletonRenderer;
this.skeletonDebugRenderer = this.sceneRenderer.skeletonDebugRenderer;
this.temp1 = new Spine.webgl.Vector3(0, 0, 0);
this.temp2 = new Spine.webgl.Vector3(0, 0, 0);
},
/**
* Gets a loaded Spine Atlas from the cache and creates a new Spine Texture Atlas,
* then returns it. You do not normally need to invoke this method directly.
*
* @method SpinePlugin#getAtlasCanvas
* @since 3.19.0
*
* @param {string} key - The key of the Spine Atlas to create.
*
* @return {spine.TextureAtlas} The Spine Texture Atlas, or undefined if the given key wasn't found.
*/
getAtlasCanvas: function (key)
{
var atlasEntry = this.cache.get(key);
if (!atlasEntry)
{
console.warn('No atlas data for: ' + key);
return;
}
var atlas;
var spineTextures = this.spineTextures;
if (spineTextures.has(key))
{
atlas = spineTextures.get(key);
}
else
{
var textures = this.textures;
atlas = new Spine.TextureAtlas(atlasEntry.data, function (path)
{
return new Spine.canvas.CanvasTexture(textures.get(path).getSourceImage());
});
}
return atlas;
},
/**
* Gets a loaded Spine Atlas from the cache and creates a new Spine Texture Atlas,
* then returns it. You do not normally need to invoke this method directly.
*
* @method SpinePlugin#getAtlasWebGL
* @since 3.19.0
*
* @param {string} key - The key of the Spine Atlas to create.
*
* @return {spine.TextureAtlas} The Spine Texture Atlas, or undefined if the given key wasn't found.
*/
getAtlasWebGL: function (key)
{
var atlasEntry = this.cache.get(key);
if (!atlasEntry)
{
console.warn('No atlas data for: ' + key);
return;
}
var atlas;
var spineTextures = this.spineTextures;
if (spineTextures.has(key))
{
atlas = spineTextures.get(key);
}
else
{
var textures = this.textures;
var gl = this.sceneRenderer.context.gl;
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
atlas = new Spine.TextureAtlas(atlasEntry.data, function (path)
{
return new Spine.webgl.GLTexture(gl, textures.get(path).getSourceImage(), false);
});
}
return atlas;
},
/**
* Adds a Spine Skeleton and Atlas file, or array of files, 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.spine('spineBoy', 'boy.json', 'boy.atlas', true);
* }
* ```
*
* 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 Spine data to be exported from the Spine application in a JSON format, not binary. The associated
* atlas files are scanned for any texture files present in them, which are then loaded. If you have exported
* your Spine data with preMultipliedAlpha set, then you should enable this in the arguments, or you may see black
* outlines around skeleton textures.
*
* The key must be a unique String. It is used to add the file to the global Spine cache upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the Spine cache.
* Loading a file using a key that is already taken will result in a warning.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
* ```javascript
* this.load.spine({
* key: 'mainmenu',
* jsonURL: 'boy.json',
* atlasURL: 'boy.atlas',
* preMultipliedAlpha: true
* });
* ```
*
* If you need to load multiple Spine atlas files, provide them as an array:
*
* ```javascript
* function preload ()
* {
* this.load.spine('demos', 'demos.json', [ 'atlas1.atlas', 'atlas2.atlas' ], true);
* }
* ```
*
* See the documentation for `Phaser.Types.Loader.FileTypes.SpineFileConfig` for more details.
*
* 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 data from the Spine plugin.
*
* 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.json". It will always add `.json` 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.
*
* Note: The ability to load this type of file will only be available if the Spine Plugin has been built or loaded into Phaser.
*
* @method Phaser.Loader.LoaderPlugin#spine
* @fires Phaser.Loader.LoaderPlugin#addFileEvent
* @since 3.19.0
*
* @param {(string|Phaser.Types.Loader.FileTypes.JSONFileConfig|Phaser.Types.Loader.FileTypes.JSONFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @param {string} jsonURL - The absolute or relative URL to load the Spine json file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json".
* @param {string|string[]} atlasURL - The absolute or relative URL to load the Spine atlas file from. If undefined or `null` it will be set to `<key>.atlas`, i.e. if `key` was "alien" then the URL will be "alien.atlas".
* @param {boolean} [preMultipliedAlpha=false] - Do the texture files include pre-multiplied alpha or not?
* @param {Phaser.Types.Loader.XHRSettingsObject} [textureXhrSettings] - An XHR Settings configuration object for the Spine json file. Used in replacement of the Loaders default XHR Settings.
* @param {Phaser.Types.Loader.XHRSettingsObject} [atlasXhrSettings] - An XHR Settings configuration object for the Spine atlas file. Used in replacement of the Loaders default XHR Settings.
*
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
*/
spineFileCallback: function (key, jsonURL, atlasURL, preMultipliedAlpha, 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, preMultipliedAlpha, jsonXhrSettings, atlasXhrSettings);
this.addFile(multifile.files);
}
return this;
},
/**
* Converts the given x and y screen coordinates into the world space of the given Skeleton.
*
* Only works in WebGL.
*
* @method SpinePlugin#worldToLocal
* @since 3.19.0
*
* @param {number} x - The screen space x coordinate to convert.
* @param {number} y - The screen space y coordinate to convert.
* @param {spine.Skeleton} skeleton - The Spine Skeleton to convert into.
* @param {spine.Bone} [bone] - Optional bone of the Skeleton to convert into.
*
* @return {spine.Vector2} A Vector2 containing the translated point.
*/
worldToLocal: function (x, y, skeleton, bone)
{
var temp1 = this.temp1;
var temp2 = this.temp2;
var camera = this.sceneRenderer.camera;
temp1.set(x + skeleton.x, y - skeleton.y, 0);
var width = camera.viewportWidth;
var height = camera.viewportHeight;
camera.screenToWorld(temp1, width, height);
if (bone && bone.parent !== null)
{
bone.parent.worldToLocal(temp2.set(temp1.x - skeleton.x, temp1.y - skeleton.y, 0));
return new Spine.Vector2(temp2.x, temp2.y);
}
else if (bone)
{
return new Spine.Vector2(temp1.x - skeleton.x, temp1.y - skeleton.y);
}
else
{
return new Spine.Vector2(temp1.x, temp1.y);
}
},
/**
* Returns a Spine Vector2 based on the given x and y values.
*
* @method SpinePlugin#getVector2
* @since 3.19.0
*
* @param {number} x - The Vector x value.
* @param {number} y - The Vector y value.
*
* @return {spine.Vector2} A Spine Vector2 based on the given values.
*/
getVector2: function (x, y)
{
return new Spine.Vector2(x, y);
},
/**
* Returns a Spine Vector2 based on the given x, y and z values.
*
* Only works in WebGL.
*
* @method SpinePlugin#getVector3
* @since 3.19.0
*
* @param {number} x - The Vector x value.
* @param {number} y - The Vector y value.
* @param {number} z - The Vector z value.
*
* @return {spine.Vector2} A Spine Vector2 based on the given values.
*/
getVector3: function (x, y, z)
{
return new Spine.webgl.Vector3(x, y, z);
},
/**
* Sets `drawBones` in the Spine Skeleton Debug Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setDebugBones
* @since 3.19.0
*
* @param {boolean} [value=true] - The value to set in the debug property.
*
* @return {this} This Spine Plugin.
*/
setDebugBones: function (value)
{
if (value === undefined) { value = true; }
this.skeletonDebugRenderer.drawBones = value;
return this;
},
/**
* Sets `drawRegionAttachments` in the Spine Skeleton Debug Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setDebugRegionAttachments
* @since 3.19.0
*
* @param {boolean} [value=true] - The value to set in the debug property.
*
* @return {this} This Spine Plugin.
*/
setDebugRegionAttachments: function (value)
{
if (value === undefined) { value = true; }
this.skeletonDebugRenderer.drawRegionAttachments = value;
return this;
},
/**
* Sets `drawBoundingBoxes` in the Spine Skeleton Debug Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setDebugBoundingBoxes
* @since 3.19.0
*
* @param {boolean} [value=true] - The value to set in the debug property.
*
* @return {this} This Spine Plugin.
*/
setDebugBoundingBoxes: function (value)
{
if (value === undefined) { value = true; }
this.skeletonDebugRenderer.drawBoundingBoxes = value;
return this;
},
/**
* Sets `drawMeshHull` in the Spine Skeleton Debug Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setDebugMeshHull
* @since 3.19.0
*
* @param {boolean} [value=true] - The value to set in the debug property.
*
* @return {this} This Spine Plugin.
*/
setDebugMeshHull: function (value)
{
if (value === undefined) { value = true; }
this.skeletonDebugRenderer.drawMeshHull = value;
return this;
},
/**
* Sets `drawMeshTriangles` in the Spine Skeleton Debug Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setDebugMeshTriangles
* @since 3.19.0
*
* @param {boolean} [value=true] - The value to set in the debug property.
*
* @return {this} This Spine Plugin.
*/
setDebugMeshTriangles: function (value)
{
if (value === undefined) { value = true; }
this.skeletonDebugRenderer.drawMeshTriangles = value;
return this;
},
/**
* Sets `drawPaths` in the Spine Skeleton Debug Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setDebugPaths
* @since 3.19.0
*
* @param {boolean} [value=true] - The value to set in the debug property.
*
* @return {this} This Spine Plugin.
*/
setDebugPaths: function (value)
{
if (value === undefined) { value = true; }
this.skeletonDebugRenderer.drawPaths = value;
return this;
},
/**
* Sets `drawSkeletonXY` in the Spine Skeleton Debug Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setDebugSkeletonXY
* @since 3.19.0
*
* @param {boolean} [value=true] - The value to set in the debug property.
*
* @return {this} This Spine Plugin.
*/
setDebugSkeletonXY: function (value)
{
if (value === undefined) { value = true; }
this.skeletonDebugRenderer.drawSkeletonXY = value;
return this;
},
/**
* Sets `drawClipping` in the Spine Skeleton Debug Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setDebugClipping
* @since 3.19.0
*
* @param {boolean} [value=true] - The value to set in the debug property.
*
* @return {this} This Spine Plugin.
*/
setDebugClipping: function (value)
{
if (value === undefined) { value = true; }
this.skeletonDebugRenderer.drawClipping = value;
return this;
},
/**
* Sets the given vertex effect on the Spine Skeleton Renderer.
*
* Only works in WebGL.
*
* @method SpinePlugin#setEffect
* @since 3.19.0
*
* @param {spine.VertexEffect} [effect] - The vertex effect to set on the Skeleton Renderer.
*
* @return {this} This Spine Plugin.
*/
setEffect: function (effect)
{
this.sceneRenderer.skeletonRenderer.vertexEffect = effect;
return this;
},
/**
* Creates a Spine Skeleton based on the given key and optional Skeleton JSON data.
*
* The Skeleton data should have already been loaded before calling this method.
*
* @method SpinePlugin#createSkeleton
* @since 3.19.0
*
* @param {string} key - The key of the Spine skeleton data, as loaded by the plugin. If the Spine JSON contains multiple skeletons, reference them with a period, i.e. `set.spineBoy`.
* @param {object} [skeletonJSON] - Optional Skeleton JSON data to use, instead of getting it from the cache.
*
* @return {(any|null)} This Spine Skeleton data object, or `null` if the key was invalid.
*/
createSkeleton: function (key, skeletonJSON)
{
var atlasKey = key;
var jsonKey = key;
var split = (key.indexOf('.') !== -1);
if (split)
{
var parts = key.split('.');
atlasKey = parts.shift();
jsonKey = parts.join('.');
}
var atlasData = this.cache.get(atlasKey);
var atlas = this.getAtlas(atlasKey);
if (!atlas)
{
return null;
}
if (!this.spineTextures.has(atlasKey))
{
this.spineTextures.add(atlasKey, atlas);
}
var preMultipliedAlpha = atlasData.preMultipliedAlpha;
var atlasLoader = new Spine.AtlasAttachmentLoader(atlas);
var skeletonJson = new Spine.SkeletonJson(atlasLoader);
var data;
if (skeletonJSON)
{
data = skeletonJSON;
}
else
{
var json = this.json.get(atlasKey);
data = (split) ? GetValue(json, jsonKey) : json;
}
if (data)
{
var skeletonData = skeletonJson.readSkeletonData(data);
var skeleton = new Spine.Skeleton(skeletonData);
return { skeletonData: skeletonData, skeleton: skeleton, preMultipliedAlpha: preMultipliedAlpha };
}
else
{
return null;
}
},
/**
* Creates a new Animation State and Animation State Data for the given skeleton.
*
* The returned object contains two properties: `state` and `stateData` respectively.
*
* @method SpinePlugin#createAnimationState
* @since 3.19.0
*
* @param {spine.Skeleton} skeleton - The Skeleton to create the Animation State for.
*
* @return {any} An object containing the Animation State and Animation State Data instances.
*/
createAnimationState: function (skeleton)
{
var stateData = new Spine.AnimationStateData(skeleton.data);
var state = new Spine.AnimationState(stateData);
return { stateData: stateData, state: state };
},
/**
* Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
*
* The returned object contains two properties: `offset` and `size`:
*
* `offset` - The distance from the skeleton origin to the bottom left corner of the AABB.
* `size` - The width and height of the AABB.
*
* @method SpinePlugin#getBounds
* @since 3.19.0
*
* @param {spine.Skeleton} skeleton - The Skeleton to get the bounds from.
*
* @return {any} The bounds object.
*/
getBounds: function (skeleton)
{
var offset = new Spine.Vector2();
var size = new Spine.Vector2();
skeleton.getBounds(offset, size, []);
return { offset: offset, size: size };
},
/**
* Internal handler for when the renderer resizes.
*
* Only called if running in WebGL.
*
* @method SpinePlugin#onResize
* @since 3.19.0
*/
onResize: function ()
{
var renderer = this.renderer;
var sceneRenderer = this.sceneRenderer;
var viewportWidth = renderer.width;
var viewportHeight = renderer.height;
sceneRenderer.camera.position.x = viewportWidth / 2;
sceneRenderer.camera.position.y = viewportHeight / 2;
sceneRenderer.camera.viewportWidth = viewportWidth;
sceneRenderer.camera.viewportHeight = viewportHeight;
},
/**
* 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 SpinePlugin#shutdown
* @private
* @since 3.19.0
*/
shutdown: function ()
{
var eventEmitter = this.systems.events;
eventEmitter.off('shutdown', this.shutdown, this);
if (this.isWebGL)
{
this.game.scale.off(ResizeEvent, this.onResize, this);
}
},
/**
* The Scene that owns this plugin is being destroyed.
*
* We need to shutdown and then kill off all external references.
*
* @method SpinePlugin#destroy
* @private
* @since 3.19.0
*/
destroy: function ()
{
this.shutdown();
if (this.sceneRenderer)
{
this.sceneRenderer.dispose();
}
this.pluginManager.removeGameObject('spine', true, true);
this.pluginManager = null;
this.game = null;
this.scene = null;
this.systems = null;
this.cache = null;
this.spineTextures = null;
this.json = null;
this.textures = null;
this.sceneRenderer = null;
this.skeletonRenderer = null;
this.gl = null;
}
});
/**
* Creates a new Spine Game Object and adds it to the Scene.
*
* The x and y coordinate given is used to set the placement of the root Spine bone, which can vary from
* skeleton to skeleton. All rotation and scaling happens from the root bone placement. Spine Game Objects
* do not have a Phaser origin.
*
* If the Spine JSON file exported multiple Skeletons within it, then you can specify them by using a period
* character in the key. For example, if you loaded a Spine JSON using the key `monsters` and it contains
* multiple Skeletons, including one called `goblin` then you would use the key `monsters.goblin` to reference
* that.
*
* ```javascript
* let jelly = this.add.spine(512, 550, 'jelly', 'jelly-think', true);
* ```
*
* The key is optional. If not passed here, you need to call `SpineGameObject.setSkeleton()` to use it.
*
* The animation name is also optional and can be set later via `SpineGameObject.setAnimation`.
*
* Should you wish for more control over the object creation, such as setting a slot attachment or skin
* name, then use `SpinePlugin.make` instead.
*
* @method SpinePlugin#add
* @since 3.19.0
*
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {string} [key] - The key of the Spine Skeleton this Game Object will use, as stored in the Spine Plugin.
* @param {string} [animationName] - The name of the animation to set on this Skeleton.
* @param {boolean} [loop=false] - Should the animation playback be looped or not?
*
* @return {SpineGameObject} The Game Object that was created.
*/
/**
* Creates a new Spine Game Object from the given configuration file and optionally adds it to the Scene.
*
* The x and y coordinate given is used to set the placement of the root Spine bone, which can vary from
* skeleton to skeleton. All rotation and scaling happens from the root bone placement. Spine Game Objects
* do not have a Phaser origin.
*
* If the Spine JSON file exported multiple Skeletons within it, then you can specify them by using a period
* character in the key. For example, if you loaded a Spine JSON using the key `monsters` and it contains
* multiple Skeletons, including one called `goblin` then you would use the key `monsters.goblin` to reference
* that.
*
* ```javascript
* let jelly = this.make.spine({
* x: 500, y: 500, key: 'jelly',
* scale: 1.5,
* skinName: 'square_Green',
* animationName: 'jelly-idle', loop: true,
* slotName: 'hat', attachmentName: 'images/La_14'
* });
* ```
*
* @method SpinePlugin#make
* @since 3.19.0
*
* @param {any} config - The configuration object this Game Object will use to create itself.
* @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.
*
* @return {SpineGameObject} The Game Object that was created.
*/
module.exports = SpinePlugin;