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spine-lua generic Lua runtime, refactored spine-corona.
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NathanSweet committed Apr 19, 2013
1 parent 5a46f8c commit 9e49979
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Showing 16 changed files with 195 additions and 167 deletions.
3 changes: 3 additions & 0 deletions .gitignore
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Expand Up @@ -41,3 +41,6 @@ spine-unity/*.sln
*.pidb
Assembly-*.csproj
Assembly-*.pidb

spine-corona/spine-lua/
!spine-corona/spine-lua/Place spine-lua here.txt
17 changes: 6 additions & 11 deletions spine-corona/main.lua
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@@ -1,21 +1,16 @@

local spine = require "spine.spine"
local spine = require "spine-corona.spine"

-- Using your own attachment loader is optional. It can customizes the path where images are
-- loaded. To load from a texture atlas, use an image sheet. It also creates instances of
-- all attachments, which can be used for customization.
local attachmentLoader = spine.AttachmentLoader.new()
function attachmentLoader:createImage (attachment)
return display.newImage("data/" .. attachment.name .. ".png")
end

local json = spine.SkeletonJson.new(attachmentLoader)
local json = spine.SkeletonJson.new()
json.scale = 1
local skeletonData = json:readSkeletonDataFile("data/spineboy.json")
local walkAnimation = skeletonData:findAnimation("walk")

-- Optional second parameter can be the group for the Skeleton to use. Eg, could be an image group.
local skeleton = spine.Skeleton.new(skeletonData)
function skeleton:createImage (attachment)
-- Customize where images are loaded.
return display.newImage("data/" .. attachment.name .. ".png")
end
skeleton.x = 150
skeleton.y = 325
skeleton.flipX = false
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154 changes: 154 additions & 0 deletions spine-corona/spine-corona/spine.lua
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@@ -0,0 +1,154 @@
-------------------------------------------------------------------------------
-- Copyright (c) 2013, Esoteric Software
-- All rights reserved.
--
-- Redistribution and use in source and binary forms, with or without
-- modification, are permitted provided that the following conditions are met:
--
-- 1. Redistributions of source code must retain the above copyright notice, this
-- list of conditions and the following disclaimer.
-- 2. Redistributions in binary form must reproduce the above copyright notice,
-- this list of conditions and the following disclaimer in the documentation
-- and/or other materials provided with the distribution.
--
-- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-- ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-- WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
-- ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
-- ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
------------------------------------------------------------------------------

spine = {}

spine.utils = require "spine-lua.utils"
spine.SkeletonJson = require "spine-lua.SkeletonJson"
spine.SkeletonData = require "spine-lua.SkeletonData"
spine.BoneData = require "spine-lua.BoneData"
spine.SlotData = require "spine-lua.SlotData"
spine.Skin = require "spine-lua.Skin"
spine.RegionAttachment = require "spine-lua.RegionAttachment"
spine.Skeleton = require "spine-lua.Skeleton"
spine.Bone = require "spine-lua.Bone"
spine.Slot = require "spine-lua.Slot"
spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
spine.Animation = require "spine-lua.Animation"

spine.utils.readFile = function (fileName, base)
if not base then base = system.ResourceDirectory end
local path = system.pathForFile(fileName, base)
local file = io.open(path, "r")
if not file then return nil end
local contents = file:read("*a")
io.close(file)
return contents
end

local json = require "json"
spine.utils.readJSON = function (text)
return json.decode(text)
end

spine.Skeleton.failed = {} -- Placeholder for an image that failed to load.

spine.Skeleton.new_super = spine.Skeleton.new
function spine.Skeleton.new (skeletonData, group)
-- Skeleton extends a group.
local self = spine.Skeleton.new_super(skeletonData)
self = spine.utils.copy(self, group or display.newGroup())

-- createImage can customize where images are found.
function self:createImage (attachment)
return display.newImage(attachment.name .. ".png")
end

-- updateWorldTransform positions images.
local updateWorldTransform_super = self.updateWorldTransform
function self:updateWorldTransform ()
updateWorldTransform_super(self)

if not self.images then self.images = {} end
local images = self.images

for i,slot in ipairs(self.drawOrder) do
local attachment = slot.attachment
local image = images[attachment]
if not attachment then
-- Attachment is gone, remove the image.
if image then
image:removeSelf()
images[attachment] = nil
end
else
-- Create new image.
if not image then
image = self:createImage(attachment)
if image then
image:setReferencePoint(display.CenterReferencePoint)
image.width = attachment.width
image.height = attachment.height
else
print("Error creating image: " .. attachment.name)
image = spine.Skeleton.failed
end
images[attachment] = image
end
-- Position image based on attachment and bone.
if image ~= spine.Skeleton.failed then
image.x = slot.bone.worldX + attachment.x * slot.bone.m00 + attachment.y * slot.bone.m01
image.y = -(slot.bone.worldY + attachment.x * slot.bone.m10 + attachment.y * slot.bone.m11)
image.rotation = -(slot.bone.worldRotation + attachment.rotation)
image.xScale = slot.bone.worldScaleX + attachment.scaleX - 1
image.yScale = slot.bone.worldScaleY + attachment.scaleY - 1
if self.flipX then
image.xScale = -image.xScale
image.rotation = -image.rotation
end
if self.flipY then
image.yScale = -image.yScale
image.rotation = -image.rotation
end
image:setFillColor(slot.r, slot.g, slot.b, slot.a)
self:insert(image)
end
end
end

if self.debug then
for i,bone in ipairs(self.bones) do
if not bone.line then bone.line = display.newLine(0, 0, bone.data.length, 0) end
bone.line.x = bone.worldX
bone.line.y = -bone.worldY
bone.line.rotation = -bone.worldRotation
if self.flipX then
bone.line.xScale = -1
bone.line.rotation = -bone.line.rotation
else
bone.line.xScale = 1
end
if self.flipY then
bone.line.yScale = -1
bone.line.rotation = -bone.line.rotation
else
bone.line.yScale = 1
end
bone.line:setColor(255, 0, 0)
self:insert(bone.line)

if not bone.circle then bone.circle = display.newCircle(0, 0, 3) end
bone.circle.x = bone.worldX
bone.circle.y = -bone.worldY
bone.circle:setFillColor(0, 255, 0)
self:insert(bone.circle)
end
end
end

return self
end

return spine
41 changes: 0 additions & 41 deletions spine-corona/spine/spine.lua

This file was deleted.

2 changes: 0 additions & 2 deletions spine-corona/spine/Animation.lua → spine-lua/Animation.lua
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Expand Up @@ -23,8 +23,6 @@
-- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
------------------------------------------------------------------------------

local utils = require "spine.utils"

local Animation = {}
function Animation.new (name, timelines, duration)
if not timelines then error("timelines cannot be nil", 2) end
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Expand Up @@ -23,7 +23,7 @@
-- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
------------------------------------------------------------------------------

local RegionAttachment = require "spine.RegionAttachment"
local RegionAttachment = require "spine-lua.RegionAttachment"

local AttachmentLoader = {
failed = {},
Expand All @@ -39,10 +39,6 @@ function AttachmentLoader.new ()
error("Unknown attachment type: " .. type .. " (" + name + ")")
end

function self:createImage (attachment)
return display.newImage(attachment.name .. ".png")
end

return self
end
return AttachmentLoader
1 change: 1 addition & 0 deletions spine-corona/spine/Bone.lua → spine-lua/Bone.lua
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Expand Up @@ -24,6 +24,7 @@
------------------------------------------------------------------------------

local Bone = {}

function Bone.new (data, parent)
if not data then error("data cannot be nil", 2) end

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File renamed without changes.
File renamed without changes.
90 changes: 12 additions & 78 deletions spine-corona/spine/Skeleton.lua → spine-lua/Skeleton.lua
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Expand Up @@ -23,91 +23,25 @@
-- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
------------------------------------------------------------------------------

local utils = require "spine.utils"
local Bone = require "spine.Bone"
local Slot = require "spine.Slot"
local AttachmentLoader = require "spine.AttachmentLoader"
local Bone = require "spine-lua.Bone"
local Slot = require "spine-lua.Slot"
local AttachmentLoader = require "spine-lua.AttachmentLoader"

local Skeleton = {}
function Skeleton.new (skeletonData, group)
function Skeleton.new (skeletonData)
if not skeletonData then error("skeletonData cannot be nil", 2) end

local self = group or display.newGroup()
self.data = skeletonData
self.bones = {}
self.slots = {}
self.drawOrder = {}
self.images = {}
local self = {
data = skeletonData,
bones = {},
slots = {},
drawOrder = {}
}

function self:updateWorldTransform ()
for i,bone in ipairs(self.bones) do
bone:updateWorldTransform(self.flipX, self.flipY)
end

for i,slot in ipairs(self.drawOrder) do
local attachment = slot.attachment
if attachment then
local image = self.images[attachment]
if not image then
image = self.data.attachmentLoader:createImage(attachment)
if image then
image:setReferencePoint(display.CenterReferencePoint);
image.width = attachment.width
image.height = attachment.height
else
print("Error creating image: " .. attachment.name)
image = AttachmentLoader.failed
end
self.images[attachment] = image
end
if image ~= AttachmentLoader.failed then
image.x = slot.bone.worldX + attachment.x * slot.bone.m00 + attachment.y * slot.bone.m01
image.y = -(slot.bone.worldY + attachment.x * slot.bone.m10 + attachment.y * slot.bone.m11)
image.rotation = -(slot.bone.worldRotation + attachment.rotation)
image.xScale = slot.bone.worldScaleX + attachment.scaleX - 1
image.yScale = slot.bone.worldScaleY + attachment.scaleY - 1
if self.flipX then
image.xScale = -image.xScale
image.rotation = -image.rotation
end
if self.flipY then
image.yScale = -image.yScale
image.rotation = -image.rotation
end
image:setFillColor(slot.r, slot.g, slot.b, slot.a)
self:insert(image)
end
end
end

if self.debug then
for i,bone in ipairs(self.bones) do
if not bone.line then bone.line = display.newLine(0, 0, bone.data.length, 0) end
bone.line.x = bone.worldX
bone.line.y = -bone.worldY
bone.line.rotation = -bone.worldRotation
if self.flipX then
bone.line.xScale = -1
bone.line.rotation = -bone.line.rotation
else
bone.line.xScale = 1
end
if self.flipY then
bone.line.yScale = -1
bone.line.rotation = -bone.line.rotation
else
bone.line.yScale = 1
end
bone.line:setColor(255, 0, 0)
self:insert(bone.line)

if not bone.circle then bone.circle = display.newCircle(0, 0, 3) end
bone.circle.x = bone.worldX
bone.circle.y = -bone.worldY
bone.circle:setFillColor(0, 255, 0)
self:insert(bone.circle)
end
end
end

function self:setToBindPose ()
Expand Down Expand Up @@ -192,12 +126,12 @@ function Skeleton.new (skeletonData, group)

for i,boneData in ipairs(skeletonData.bones) do
local parent
if boneData.parent then parent = self.bones[utils.indexOf(skeletonData.bones, boneData.parent)] end
if boneData.parent then parent = self.bones[spine.utils.indexOf(skeletonData.bones, boneData.parent)] end
table.insert(self.bones, Bone.new(boneData, parent))
end

for i,slotData in ipairs(skeletonData.slots) do
local bone = self.bones[utils.indexOf(skeletonData.bones, slotData.boneData)]
local bone = self.bones[spine.utils.indexOf(skeletonData.bones, slotData.boneData)]
local slot = Slot.new(slotData, self, bone)
table.insert(self.slots, slot)
table.insert(self.drawOrder, slot)
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Expand Up @@ -24,11 +24,8 @@
------------------------------------------------------------------------------

local SkeletonData = {}
function SkeletonData.new (attachmentLoader)
if not attachmentLoader then error("attachmentLoader cannot be nil", 2) end

function SkeletonData.new ()
local self = {
attachmentLoader = attachmentLoader,
bones = {},
slots = {},
skins = {},
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