phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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JavaScript
/**
* @author Richard Davey <rich@photonstorm.com>
* @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 ScenePlugin = require('../../../src/plugins/ScenePlugin');
var SpineFile = require('./SpineFile');
var SpineGameObject = require('./gameobject/SpineGameObject');
var runtime;
/**
* @classdesc
* TODO
*
* @class SpinePlugin
* @extends Phaser.Plugins.ScenePlugin
* @constructor
* @since 3.16.0
*
* @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, SpineRuntime)
{
console.log('BaseSpinePlugin created');
ScenePlugin.call(this, scene, pluginManager);
var game = pluginManager.game;
// Create a custom cache to store the spine data (.atlas files)
this.cache = game.cache.addCustom('spine');
this.json = game.cache.json;
this.textures = game.textures;
this.skeletonRenderer;
this.drawDebug = false;
// Register our file type
pluginManager.registerFileType('spine', this.spineFileCallback, scene);
// Register our game object
pluginManager.registerGameObject('spine', this.createSpineFactory(this));
runtime = SpineRuntime;
},
spineFileCallback: function (key, jsonURL, atlasURL, 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, jsonXhrSettings, atlasXhrSettings);
this.addFile(multifile.files);
}
return this;
},
/**
* Creates a new Spine Game Object and adds it to the Scene.
*
* @method Phaser.GameObjects.GameObjectFactory#spineFactory
* @since 3.16.0
*
* @param {number} x - The horizontal position of this Game Object.
* @param {number} y - The vertical 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.Spine} The Game Object that was created.
*/
createSpineFactory: function (plugin)
{
var callback = function (x, y, key, animationName, loop)
{
var spineGO = new SpineGameObject(this.scene, plugin, x, y, key, animationName, loop);
this.displayList.add(spineGO);
this.updateList.add(spineGO);
return spineGO;
};
return callback;
},
getRuntime: function ()
{
return runtime;
},
createSkeleton: function (key, skeletonJSON)
{
var atlas = this.getAtlas(key);
var atlasLoader = new runtime.AtlasAttachmentLoader(atlas);
var skeletonJson = new runtime.SkeletonJson(atlasLoader);
var data = (skeletonJSON) ? skeletonJSON : this.json.get(key);
var skeletonData = skeletonJson.readSkeletonData(data);
var skeleton = new runtime.Skeleton(skeletonData);
return { skeletonData: skeletonData, skeleton: skeleton };
},
getBounds: function (skeleton)
{
var offset = new runtime.Vector2();
var size = new runtime.Vector2();
skeleton.getBounds(offset, size, []);
return { offset: offset, size: size };
},
createAnimationState: function (skeleton)
{
var stateData = new runtime.AnimationStateData(skeleton.data);
var state = new runtime.AnimationState(stateData);
return { stateData: stateData, state: 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;