I am also struggling to use Spine with Corona SDK. However, my trouble is a scene change. It seems to me the Spineboy example looks like it works okay till you try and put it into a real environment that needs a scene change. It is acting as if it has no way to work with Storyboard scene change. No matter what, the spineboy character stays onscreen during a scene change. Can someone please show me what are the exact calls I need to make to get the Spineboy Character to gracefully stop and go away for a scene change, then come back and have it work properly again in a new scene.
told to use Runtime:removeEventListener , but did not say what exactly it needs to be used on.
I have tried Runtime:removeEventListener all listeners already, no luck
For this example I am using Corona Storyboard here:
https://github.com/alterant-kr/_GameTemplate-with-storyboard combined with Spineboy and Corona Runtime here
https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-corona
below is the spineboy.lua but I think there are other files that need remove EventListener called on?
– This example shows simple usage of displaying a skeleton with queued animations.
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 = 150
skeleton.group.y = 325
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
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)
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)