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[ts][pixi] Add feature to attach pixi objects to slots
[ts][pixi] Format fix [ts][pixi] Format fix [ts][pixi] Use world scale for slot object.
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Original file line number | Diff line number | Diff line change |
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<html> | ||
<head> | ||
<meta charset="UTF-8" /> | ||
<title>spine-pixi</title> | ||
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/pixi.min.js"></script> | ||
<script src="../dist/iife/spine-pixi.js"></script> | ||
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/tweakpane.min.js"></script> | ||
<link rel="stylesheet" href="../../index.css"> | ||
</head> | ||
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<body> | ||
<script> | ||
(async function () { | ||
var app = new PIXI.Application({ | ||
width: window.innerWidth, | ||
height: window.innerHeight, | ||
resolution: window.devicePixelRatio || 1, | ||
autoDensity: true, | ||
resizeTo: window, | ||
backgroundColor: 0x2c3e50, | ||
hello: true, | ||
}); | ||
document.body.appendChild(app.view); | ||
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// Pre-load the skeleton data and atlas. You can also load .json skeleton data. | ||
PIXI.Assets.add("spineboyData", "./assets/spineboy-pro.skel"); | ||
PIXI.Assets.add("spineboyAtlas", "./assets/spineboy-pma.atlas"); | ||
await PIXI.Assets.load(["spineboyData", "spineboyAtlas"]); | ||
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// Create the spine display object | ||
const spineboy = spine.Spine.from("spineboyData", "spineboyAtlas", { | ||
scale: 0.5, | ||
}); | ||
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// Set the default mix time to use when transitioning | ||
// from one animation to the next. | ||
spineboy.state.data.defaultMix = 0.2; | ||
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// Center the spine object on screen. | ||
spineboy.x = window.innerWidth / 2; | ||
spineboy.y = window.innerHeight / 2 + spineboy.getBounds().height / 2; | ||
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// Set animation "run" on track 0, looped. | ||
spineboy.state.setAnimation(0, "walk", true); | ||
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// Add the display object to the stage. | ||
app.stage.addChild(spineboy); | ||
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const logo1 = PIXI.Sprite.from('assets/spine_logo.png'); | ||
const logo2 = PIXI.Sprite.from('assets/spine_logo.png'); | ||
const logo3 = PIXI.Sprite.from('assets/spine_logo.png'); | ||
const logo4 = PIXI.Sprite.from('assets/spine_logo.png'); | ||
const text = new PIXI.Text('Spine Text'); | ||
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// putting logo1 on top of the gun | ||
spineboy.addSlotObject("gun", logo1); | ||
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// putting logo2 on top of the hand using slot directly and remove the attachment hand | ||
let frontFist; | ||
setTimeout(() => { | ||
frontFist = spineboy.skeleton.findSlot("front-fist"); | ||
spineboy.addSlotObject(frontFist, logo2); | ||
frontFist.setAttachment(null); | ||
}, 2000) | ||
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// scaling the bone, will scale the pixi object too | ||
setTimeout(() => { | ||
frontFist.bone.scaleX = .5 | ||
frontFist.bone.scaleY = .5 | ||
}, 3000) | ||
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// adding a pixi text in a slot using slot index | ||
let mouth; | ||
setTimeout(() => { | ||
mouth = spineboy.skeleton.findSlot("mouth"); | ||
spineboy.addSlotObject(mouth, text); | ||
}, 4000) | ||
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// adding one display object to an already "occupied" slot will remove the old one, | ||
// and move the given one to the slot | ||
setTimeout(() => { | ||
spineboy.addSlotObject(mouth, logo1); | ||
}, 5000) | ||
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// adding multiple DisplayObjects to a slot using a Container to control their offset, size, ... | ||
setTimeout(() => { | ||
const container = new PIXI.Container(); | ||
container.addChild(logo3, logo4); | ||
logo3.y = 20; | ||
logo3.scale.set(.5); | ||
logo4.scale.set(.5); | ||
logo4.tint = 0xFF5500; | ||
spineboy.addSlotObject("gun", container); | ||
}, 6000) | ||
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// removing the container won't automatically destroy the displayObject contained, so take care of them | ||
setTimeout(() => { | ||
const container = new PIXI.Container(); | ||
spineboy.removeSlotObject("gun"); | ||
logo3.destroy(); | ||
logo4.destroy(); | ||
}, 7000) | ||
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// removing a specific slot object, that is not in that slot do nothing | ||
setTimeout(() => { | ||
const container = new PIXI.Container(); | ||
spineboy.removeSlotObject(frontFist, text); | ||
text.destroy(); | ||
}, 8000) | ||
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// removing a specific slot object | ||
setTimeout(() => { | ||
const container = new PIXI.Container(); | ||
spineboy.removeSlotObject(frontFist, logo2); | ||
logo2.destroy(); | ||
}, 9000) | ||
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// resetting the slot with the original attachment | ||
setTimeout(() => { | ||
frontFist.setToSetupPose(); | ||
}, 10000) | ||
})(); | ||
</script> | ||
</body> | ||
</html> |
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