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pixi-spine

Spine implementation for pixi v^3

1.0.21
Source
npmnpm
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16K
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Maintainers
2
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pixi-spine

Spine implementation for pixi v3

Usage

Browserify

If you use browserify you can use pixi-spine like this:

var PIXI = require('pixi.js'),
    spine = require('pixi-spine');

PIXI.loader
    .add('spineCharacter', 'spine-data-1/HERO.json');
    .load(function (loader, resources) {
        var animation = new spine.Spine(resources.spineCharacter.spineData);

        // add the animation to the scene and render...
    });

Prebuilt Files

If you are just including the built files, pixi spine adds itself to a pixi namespace:

PIXI.loader
    .add('spineCharacter', 'spine-data-1/HERO.json');
    .load(function (loader, resources) {
        var animation = new PIXI.spine.Spine(resources.spineCharacter.spineData);

        // add the animation to the scene and render...
    });

How to use spine events

// animation is the instantiated pixi-spine object

animation.state.onEvent = function(i, event) {
  console.log('event fired!', i, event);
};

How to choose resolution

Use with pixi-compressed-textures.js

//choose preferred resolution and texture type
PIXI.loader.before(PIXI.compressedTextures.extensionChooser(["@2x.atlas"]));
//specify what resolutions are available for spine animations
var options = { metadata: { spineMetadata: { choice: ["@.5x.atlas", "@2x.atlas"] } } };

PIXI.loader
    .add('spineCharacter', 'spine-data-1/HERO.json', options);
    .load(function (loader, resources) {
        var animation = new PIXI.spine.Spine(resources.spineCharacter.spineData);
    });

How to use pre-loaded json and atlas files

var rawSkeletonData = JSON.parse("$jsondata"); //your skeleton.json file here
var rawAtlasData = "$atlasdata"; //your atlas file 

var spineAtlas = new spine.Atlas(rawAtlasData, function(line, callback) {
        //pass the image here.
        callback(PIXI.BaseTexture.fromImage(line));
    }); //specify path, image.png will be added automatically

var spineJsonParser = new PIXI.spine.SkeletonJsonParser(new PIXI.spine.AtlasAttachmentParser(spineAtlas));
var skeletonData = spineJsonParser.readSkeletonData(rawSkeletonData);

//now we can create spine instance
var spine = new PIXI.spine(skeletonData);

How to use pixi spritesheet with it

var spine = PIXI.spine;
var loader = new PIXI.loaders.Loader();
loader.add('spritesheet', 'myspritesheet.json', function(res1) {
    var atlas = new spine.Atlas();
	atlas.addTextureHash(res1.textures, true);
	//second parameter is stripExtension=true because we dont need '.png' inside region names 
	
	//res1 is the same as loader.resources['spritesheet']
	loader.add('spineboy', 'spineboy.json', { metadata: { spineAtlas: atlas } }, 
		function(res2) {
			var mySpineBoy = new spine.Spine(res2.spineData);
			stage.addChild(mySpineBoy);
		});
})

How to run animation

var spineBoy = new PIXI.spine.Spine(spineBoyData);
if (spineBoy.state.hasAnimationByName('run')) {
	//run forever, little boy!
	spineBoy.state.setAnimationByName(0, 'run', true);
	//dont run too fast
	spineBoy.state.timeScale = 0.1;
}

How to use compressed textures

PIXI.loader.before(PIXI.compressedTextures.extensionChooser(["@2x.atlas", ".dds"]));
var options = { metadata: { spineMetadata: { choice: ["@.5x.atlas", "@2x.atlas"] }, imageMetadata: { choice: [".dds", ".pvr"] } } };

PIXI.loader
    .add('spineCharacter', 'spine-data-1/HERO.json', options);
    .load(function (loader, resources) {
        var animation = new PIXI.spine.Spine(resources.spineCharacter.spineData);
    });

Building

You will need to have node and gulp setup on your machine.

Then you can install dependencies and build:

npm i && npm run build

That will output the built distributables to ./dist.

Typescript

Typescript definition file for pixi-spine is available in pixi-typescript

FAQs

Package last updated on 20 May 2016

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U.S. Patent No. 12,346,443 & 12,314,394. Other pending.