I try to change animation in spine .
When I change the animation , the animation doesn’t change correctly.
When I pressed walk , then jump. the animation change direction.
It is not pose in the original way.
example walk is 90 degrees, but when I pressed jump , walk .
The degree changes to 80 .
but I want the animation walk with 90 degrees.
[lua]
local spine = require “spine-corona.spine”
local json = spine.SkeletonJson.new()
json.scale = 1
local skeletonData = json:readSkeletonDataFile(“examples/spineboy/spineboy.json”)
local skeleton = spine.Skeleton.new(skeletonData)
function skeleton:createImage (attachment)
– Customize where images are loaded.
return display.newImage(“examples/spineboy/images/” … attachment.name … “.png”)
end
skeleton.group.x = display.contentWidth * 0.5
skeleton.group.y = display.contentHeight * 0.9
skeleton.flipX = false
skeleton.flipY = false
skeleton.debug = true – Omit or set to false to not draw debug lines on top of the images.
skeleton.debugAabb = true–debug cabeza de chorlito
skeleton:setToSetupPose()
local bounds = spine.SkeletonBounds.new()
– AnimationStateData defines crossfade durations between animations.
local stateData = spine.AnimationStateData.new(skeletonData)
stateData:setMix(“walk”, “jump”, 0.2)
stateData:setMix(“jump”, “walk”, 0.4)
– AnimationState has a queue of animations and can apply them with crossfading.
local state = spine.AnimationState.new(stateData)
–state:setAnimationByName(0, “drawOrder”)
–state:addAnimationByName(0, “jump”, false, 0)
state:addAnimationByName(0, “walk”, true, 0)
state.onStart = function (trackIndex)
print(trackIndex…" start: "…state:getCurrent(trackIndex).animation.name)
end
state.onEnd = function (trackIndex)
print(trackIndex…" end: "…state:getCurrent(trackIndex).animation.name)
end
state.onComplete = function (trackIndex, loopCount)
print(trackIndex…" complete: “…state:getCurrent(trackIndex).animation.name…”, "…loopCount)
end
state.onEvent = function (trackIndex, event)
print(trackIndex…" event: “…state:getCurrent(trackIndex).animation.name…”, “…event.data.name…”, “…event.intValue…”, “…event.floatValue…”, ‘"…(event.stringValue or “”)…"’")
end
local lastTime = 0
local touchX = 999999
local touchY = 999999
local headSlot = skeleton:findSlot(“head”)
Runtime:addEventListener(“enterFrame”, function (event)
– Compute time in seconds since last frame.
local currentTime = event.time / 1000
local delta = currentTime - lastTime
lastTime = currentTime
– Bounding box hit detection.
bounds:update(skeleton, true)
if bounds:containsPoint(touchX, touchY) then
headSlot.g = 0;
headSlot.b = 0;
else
headSlot.g = 1;
headSlot.b = 1;
end
– Update the state with the delta time, apply it, and update the world transforms.
state:update(delta)
state:apply(skeleton)
skeleton:updateWorldTransform()
end)
–local object = display.newCircle( 100, 100, 30 )
–object:setFillColor( 0.5 )
local jump = display.newCircle( 100, 100, 30 )
jump.id = “ball object”
–I pressed this button and jumps
function jump:touch( event )
if event.phase == “began” then
print( "Touch event began on: " … self.id )
– set touch focus
display.getCurrentStage():setFocus( self )
self.isFocus = true
state:addAnimationByName(0, “jump”, true, 0)
elseif self.isFocus then
if event.phase == “moved” then
print( “Moved phase of touch event detected.” )
elseif event.phase == “ended” or event.phase == “cancelled” then
– reset touch focus
display.getCurrentStage():setFocus( nil )
self.isFocus = nil
end
end
return true
end
jump:addEventListener( “touch”, jump )
local walk = display.newCircle( 80, 400, 30 )
walk.id = “ball object”
– I pressed this button and walk
function walk:touch( event )
if event.phase == “began” then
print( "Touch event began on: " … self.id )
– set touch focus
display.getCurrentStage():setFocus( self )
self.isFocus = true
state:addAnimationByName(0, “walk”, true, 0)
elseif self.isFocus then
if event.phase == “moved” then
print( “Moved phase of touch event detected.” )
elseif event.phase == “ended” or event.phase == “cancelled” then
– reset touch focus
display.getCurrentStage():setFocus( nil )
self.isFocus = nil
end
end
return true
end
walk:addEventListener( “touch”, walk )
Runtime:addEventListener(“touch”, function (event)
if event.phase ~= “ended” and event.phase ~= “cancelled” then
– Make the coordinates relative to the skeleton’s group.
touchX = event.x - skeleton.group.x
touchY = skeleton.group.y - event.y
else
touchX = 999999
touchY = 999999
end
end)
[/lua]