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spine-ts

spine-ts

The spine-ts runtime provides functionality to load and manipulate Spine skeletal animation data using TypeScript and JavaScript. spine-ts is split up into multiple modules:

  1. Core: core/, the core classes to load and process Spine models
  2. WebGL: webgl/, a self-contained WebGL backend, build on the core classes
  3. Canvas: canvas/, a self-contained Canvas backend, build on the core classes
  4. THREE.JS: threejs/, a self-contained THREE.JS backend, build on the core classes
  5. Widget: widget/, a self-contained widget to easily display Spine animations on your website, build on core classes & WebGL backend.

While the source code for the core library and backends is written in TypeScript, all code is compiled to easily consumable JavaScript.

Licensing

This Spine Runtime may only be used for personal or internal use, typically to evaluate Spine before purchasing. If you would like to incorporate a Spine Runtime into your applications, distribute software containing a Spine Runtime, or modify a Spine Runtime, then you will need a valid Spine license. Please see the Spine Runtimes Software License for detailed information.

The Spine Runtimes are developed with the intent to be used with data exported from Spine. By purchasing Spine, Section 2 of the Spine Software License grants the right to create and distribute derivative works of the Spine Runtimes.

Spine version

spine-ts works with data exported from the latest Spine version.

spine-ts WebGL & Widget backends supports all Spine features. The spine-ts Canvas backend does not support color tinting, mesh attachments or shearing. Mesh attachments are supported by setting spine.canvas.SkeletonRenderer.useTriangleRendering to true. Note that this method is slow and may lead to artifacts on some browsers. The spine-ts THREE.JS backend does not support color tinting and blend modes. The THREE.JS backend provides SkeletonMesh.zOffset to avoid z-fighting. Adjust to your near/far plane settings.

spine-ts does not yet support loading the binary format.

Usage

  1. Download the Spine Runtimes source using git or by downloading it as a zip.
  2. To use only the core library without rendering support, include the build/spine-core.js file in your project.
  3. To use the WebGL backend, include the spine-webgl.js file in your project.
  4. To use the Canvas backend, include the spine-canvas.js file in your project.
  5. To use the Widget, include spine-widget.js file in your project.
  6. To use the THREE.JS backend, include the spine-threejs.js file in your project. THREE.JS must be loaded first.

All *.js files are self-contained and include both the core and respective backend classes.

If you write your app with TypeScript, additionally copy the corresponding build/spine-*.d.ts file to your project.

Examples

To run the examples, the image, atlas, and JSON files must be served by a webserver, they can't be loaded from your local disk. Spawn a light-weight web server in the root of spine-ts, then navigate to the index.html file for the example you want to view. E.g.:

cd spine-ts
python -m SimpleHTTPServer

Then open http://localhost:8000/webgl/example, http://localhost:8000/canvas/example, https://localhost:8000/threejs/example or http://localhost:8000/widget/example in your browser.

WebGL Demos

The spine-ts WebGL demos load their image, atlas, and JSON files from our webserver and so can be run directly, without needing a webserver. View the demos all on one page or use the standalone demos which are easy for you to explore and edit. The standalone demos can also be viewed here:

Please note that Chrome and possibly other browsers do not use the original CORS headers when loading cached resources. After the initial page load for a demo, you may need to forcefully refresh (hold shift and click refresh) or clear your browser cache.

Development Setup

The spine-ts runtime and the various backends are implemented in TypeScript for greater maintainability and better tooling support. To setup a development environment, follow these steps.

  1. Install NPM and make sure it's available on the command line
  2. On the command line, Install the TypeScript compiler via npm install -g typescript
  3. Install Visual Studio Code
  4. On the command line, change into the spine-ts directory
  5. Start the TypeScript compiler in watcher mode for the backend you want to work on:
  • Core: tsc -w -p tsconfig.core.json, builds core/src, outputs build/spine-core.js|d.ts|js.map
  • WebGL: tsc -w -p tsconfig.webgl.json, builds core/src and webgl/src, outputs build/spine-webgl.js|d.ts|js.map
  • Canvas: tsc -w -p tsconfig.canvas.json, builds core/src and canvas/src, outputs build/spine-canvas.js|d.ts|js.map
  • THREE.JS: tsc -w -p tsconfig.threejs.json, builds core/src and threejs/src, outputs build/spine-threejs.js|d.ts|js.map
  • Widget: tsc -w -p tsconfig.widget.json, builds core/src and widget/src, outputs build/spine-widget.js|d.ts|js.map
  1. Open the spine-ts folder in Visual Studio Code. VS Code will use the tsconfig.json file all source files from core and all backends for your development pleasure. The actual JavaScript output is still created by the command line TypeScript compiler process from the previous step.

Each backend contains an example/ folder with an index.html file that demonstrates the respective backend. For development, we suggest to run a HTTP server in the root of spine-ts, e.g.

cd spine-ts
python -m SimpleHTTPServer

Then navigate to http://localhost:8000/webgl/example, http://localhost:8000/canvas/example, http://localhost:8000/threejs/example or http://localhost:8000/widget/example

Using the Widget

To easily display Spine animations on your website, you can use the spine-ts Widget backend.

  1. Export your Spine animation with a texture atlas and put the resulting .json, .atlas and .png files on your server.
  2. Copy the build/spine-widget.js file to your server and include it on your website <script src="spine-widget.js"></script>, adjusting the src to match the location of the file on your server.
  3. Add HTML elements, e.g. a <div>, with the class spine-widget to your website, specifying its configuration such as the location of the files, the animation to display, etc.

You can configure a HTML element either directly via HTML, or using JavaScript. At a minimum, you need to specify the location of the .json and .atlas file as well as the name of the animation to play back.

HTML configuration

To specify the configuration of a Spine Widget via HTML, you can use these HTML element attributes:

  • data-json: required, path to the .json file, absolute or relative, e.g. "assets/animation.json"
  • data-atlas: required, path to the .atlas file, absolute or relative, e.g. "assets/animation.atlas"
  • data-animation: required, the name of the animation to play back
  • data-images-path: optional, the location of images on the server to load atlas pages from. If omitted, atlas .png page files are loaded relative to the .atlas file.
  • data-skin: optional, the name of the skin to use. Defaults to default if omitted.
  • data-loop: optional, whether to loop the animation or not. Defaults to true if omitted.
  • data-scale: optional, the scaling factor to apply when loading the .json file. Defaults to 1 if omitted. Irrelevant if data-fit-to-canavs is true.
  • data-x: optional, the x-coordinate to display the animation at. The origin is in the bottom left corner. Defaults to 0 if omitted. Irrelevant if data-fit-to-canvas is true.
  • data-y: optional, the y-coordinate to display the animation at. The origin is in the bottom left corner with the y-axis pointing upwards. Defaults to 0 if omitted. Irrelevant if data-fit-to-canvas is true.
  • data-fit-to-canvas: optional, whether to fit the animation to the canvas size or not. Defaults to true if omitted, in which case data-scale, data-x and data-y are irrelevant. This setting calculates the setup pose bounding box using the specified skin to center and scale the animation on the canvas.
  • data-background-color: optional, the background color to use. Defaults to #000000 if omitted.
  • data-premultiplied-alpha: optional, whether the atlas pages use premultiplied alpha or not. Defaults to false if omitted.
  • data-debug: optional, whether to show debug information such as bones, attachments, etc. Defaults to false if omitted.

You can specify these as attribuets on the HTML element like this:

<div class="spine-widget" data-json="assets/animation.json" data-atlas="assets/animation.atlas" data-animation="walk"></div>

All HTML elements with class spine-widget will be automatically loaded when the website is finished loading by the browser. To add widgets dynamically, use the JavaScript configuration described below.

JavaScript configuration

You can dynamically add Spine Widgets to your web page by using the JavaScript API.

Create a HTML element on your website, either statically or via JavaScript:

<div id="my-widget"></div>

Then create a new spine.SpineWidget, providing a SpineWidgetConfiguration object, e.g.:

new spine.SpineWidget("my-widget", {
	json: "assets/spineboy.json",
	atlas: "assets/spineboy.atlas",		
	animation: "run",	
	backgroundColor: "#000000",
	success: function (widget) {
		var animIndex = 0;
		widget.canvas.onclick = function () {				
			animIndex++;
			let animations = widget.skeleton.data.animations;
			if (animIndex >= animations.length) animIndex = 0;
			widget.setAnimation(animations[animIndex].name);
		}
	}
});

The configuration object has the following fields:

  • json: required, path to the .json file, absolute or relative, e.g. "assets/animation.json"
  • atlas: required, path to the .atlas file, absolute or relative, e.g. "assets/animation.atlas"
  • animation: required, the name of the animation to play back
  • imagesPath: optional, the location of images on the server to load atlas pages from. If omitted, atlas .png page files are loaded relative to the .atlas file.
  • skin: optional, the name of the skin to use. Defaults to default if omitted.
  • loop: optional, whether to loop the animation or not. Defaults to true if omitted.
  • scale: optional, the scaling factor to apply when loading the .json file. Defaults to 1 if omitted. Irrelevant if data-fit-to-canavs is true.
  • x: optional, the x-coordinate to display the animation at. The origin is in the bottom left corner. Defaults to 0 if omitted. Irrelevant if data-fit-to-canvas is true.
  • y: optional, the y-coordinate to display the animation at. The origin is in the bottom left corner with the y-axis pointing upwards. Defaults to 0 if omitted. Irrelevant if data-fit-to-canvas is true.
  • fitToCanvas: optional, whether to fit the animation to the canvas size or not. Defaults to true if omitted, in which case data-scale, data-x and data-y are irrelevant. This setting calculates the setup pose bounding box using the specified skin to center and scale the animation on the canvas.
  • backgroundColor: optional, the background color to use. Defaults to #000000 if omitted.
  • premultipliedAlpha: optional, whether the atlas pages use premultiplied alpha or not. Defaults to false if omitted.
  • debug: optional, whether to show debug information such as bones, attachments, etc. Defaults to false if omitted.
  • success: optional, a callback taking a SpineWidget called when the animation has been loaded successfully
  • error: optional, a callback taking a SpineWidget and an error string called when the animation couldn't be loaded

You can also create a HTML element with class spine-widget and data- attributes as described above and call spine.widget.SpineWidget.loadWidget(element) to load an element via JavaScript on demand.

The resulting SpineWidget has various fields that let you modify the animation programmatically. Most notably, the skeleton and state fields let you modify all aspects of your animation as you wish. See the example.

You can also modify what debug information is shown by accessing SpineWidget.debugRenderer and set the various drawXXX fields to true or false.