pixi-spine
Spine implementation for pixi v3 and pixi v4.
Spine version
Pixi-spine 1.3.x works ONLY with data exported from Spine 3.5.
Please enable "beta updates" and re-export everything from the spine editor.
According to spine runtime license, you can use runtime only if you have bought the editor, so exporting latest versions of animations shouldn't be a problem for you.
Usage
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);
});
Typescript
There's "bin/pixi-spine.d.ts" file, you can use it.
How to use spine events
spine-ts way
animation.state.addListener({
event: function(entry, event) { console.log('event fired '+event.data+' at track' + entry.trackIndex) },
complete: function(entry) { console.log('track '+trackIndex+' completed '+entry.loopsCount()+' times') },
start: function(entry) { console.log('animation is set at '+entry.trackIndex) },
end: function(entry) { console.log('animation was ended at '+entry.trackIndex) },
dispose: function(entry) { console.log('animation was disposed at '+entry.trackIndex) },
interrupted: function(entry) { console.log('animation was interrupted at '+entry.trackIndex) }
})
animation.state.addAnimation(0, 'walk', true);
animation.state.tracks[0].listener = {
complete: function(trackEntry, count) { console.log('my track completed '+entry.loopsCount()+' times') }
}
DEPRECATED, OLD WAY:
animation.state.onEvent = function(trackIndex, event) { console.log('event fired '+event.data) }
animation.state.onComplete = function(trackIndex, loopCount) { console.log('track '+trackIndex+' completed '+count+' times') }
animation.state.onStart =function(trackIndex) { console.log('animation is set at '+trackIndex) }
animation.state.onEnd = function(trackIndex) { console.log('animation was ended at '+trackIndex) }
animation.state.addAnimation(0, 'walk', true);
animation.state.tracks[0].onEnd = function(trackIndex, count) { console.log('my track ended :)') }
How to choose resolution
Use with pixi-compressed-textures.js
PIXI.loader.before(PIXI.compressedTextures.extensionChooser(["@2x.atlas"]));
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("$jsondata");
var rawAtlasData = "$atlasdata";
var spineAtlas = new spine.Atlas(rawAtlasData, function(line, callback) {
callback(PIXI.BaseTexture.fromImage(line));
});
var spineJsonParser = new PIXI.spine.SkeletonJsonParser(new PIXI.spine.AtlasAttachmentParser(spineAtlas));
var skeletonData = spineJsonParser.readSkeletonData(rawSkeletonData);
var spine = new PIXI.spine(skeletonData);
How to use pixi spritesheet with it
It's possible to load each image separately as opposed to loading in just one spritesheet. This can be useful if SVGs are needed instead of providing many PNG files. Simply create an Atlas object and pass in an object of image names and PIXI textures, like so:
var spine = PIXI.spine;
var loader = new PIXI.loaders.Loader();
var atlas = new spine.SpineRuntime.Atlas();
var allTextures = {
'head': PIXI.Texture.fromImage('head.svg'),
'left-eye': PIXI.Texture.fromImage('left-eye.svg')
};
atlas.addTextureHash(allTextures, true);
PIXI.loader
.add('spineboy', 'spineboy.json', {metadata: {spineAtlas: atlas}})
.load(function(response) {
var mySpineBoy = new PIXI.spine.Spine(response.resources.boy.spineData);
stage.addChild(mySpineBoy);
});
How to change atlas file extension (I hate IIS webserver)
var spineLoaderOptions = { metadata: { spineAtlasSuffix: '.txt' } };
PIXI.loader
.add('pixie', '_assets/spine/Pixie.json', spineLoaderOptions)
.load(onAssetsLoaded);
How to run animation
var spineBoy = new PIXI.spine.Spine(spineBoyData);
if (spineBoy.state.hasAnimation('run')) {
spineBoy.state.setAnimation(0, 'run', true);
spineBoy.state.timeScale = 0.1;
}
Changing Skins
Once skins are defined in Spine, it's possible to change them in runtime. According to the Spine libraries:
If skin is already set, new skin can change only slots attached in old skin.
So if a skin has been set and another skin is to be set, it may result in the newer skin not showing. To workaround this issue, set the skin to null and then set the skin like so:
var spineCharacter = new PIXI.spine.Spine(resources.boy.spineData);
var skeleton = spineCharacter.skeleton;
function setSkinByName(skinName) {
skeleton.setSkin(null);
skeleton.setSkinByName('darker');
}
setSkinByName('lighter');
If the skin is changed whilst the spineCharacter is animating, there may be a problem with the draw order of some assets. This will resolve when the animation finishes it's loop or the animation is restarted.
Changing the texture the direct way (hacks)
var spine = new PIXI.spine.Spine(loader.resources['spineBoy'].data);
var myTexture = loader.resources['newRegionTexture'].texture;
spine.hackTextureBySlotName('head', myTexture);
spine.hackTextureBySlotName('arm', myTexture, { width: 100, height : 100 });
spine.hackTextureBySlotIndex(7, myTexture, texture.orig || texture.frame);
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 or typescript setup on your machine.
Then you can install dependencies and build:
npm i && npm run build
Or you can just use typescript compiler
tsc
That will output the built distributables to ./bin
.