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spine's Introduction

pixi-spine

Spine 3.7, 3.8, 4.0, 4.1 implementation for PixiJS.

Versions Compatibility

PixiJS pixi-spine
v5.x - v6.x v3.x
v7.x v4.x

For spine < 3.7 support is limited, but accepting PR's for runtime-3.7 package.

For previous versions of pixi refer to

Demos:

https://pixijs.io/examples/#/plugin-spine/spineboy-pro.js

https://pixijs.io/examples/#/plugin-projection/runner.js

https://sbfkcel.github.io/pixi-spine-debug/

Basic Usage

Please read this carefully: there are many ways to add this lib to your app.

  1. npm, Webpack, Rollup, Vite - if you know those words, use npm i pixi-spine
  2. Good old <script src="pixi-spine.js">, also named vanilla JS
  3. The modern <script type="module" src="pixi-spine.mjs">, for ES modules
  4. Single version, check the all-X.Y bundles
  5. Custom bundle, for specific combinations of versions.

Bundles example

import 'pixi-spine' // Do this once at the very start of your code. This registers the loader!

import * as PIXI from 'pixi.js';
import {Spine} from 'pixi-spine';

const app = new PIXI.Application();
document.body.appendChild(app.view);

PIXI.Assets.load("spine-data-1/HERO.json").then((resource) => {
	const animation = new Spine(resource.spineData);
    app.stage.addChild(animation);

    // add the animation to the scene and render...
    app.stage.addChild(animation);
    
    if (animation.state.hasAnimation('run')) {
        // run forever, little boy!
        animation.state.setAnimation(0, 'run', true);
        // dont run too fast
        animation.state.timeScale = 0.1;
        // update yourself
        animation.autoUpdate = true;
    }
});

Where are spine core classes?

Classes like AttachmentType, TextureAtlas, TextureRegion and Utils are shared across all spine versions, and re-exported by all bundles. But if you want to see them directly, they are in @pixi-spine/base.

Base also contains unified interfaces, ISkeleton, ISkeletonData, IAnimationData and so on, see ISkeleton.ts file.

Most of classes are spine-version-dependant, including Skeleton, SkeletonData, they are stored in corresponding packages @pixi-spine/runtime-3.8 and so on.

Browser builds

For browser builds, you will need to grab either the .js (for CJS) file or the .mjs (for ESM) from the dist folder or from your CDN of choice.

Custom bundle

Main bundle pixi-spine weights 374 KB (unzipped).

Bundle @pixi-spine/all-3.8 weights about 165 KB (unzipped).

If you want to use different version (3.7) please look how modules loader-3.8 and pixi-spine-3.8 are made.

Basically, you have to copy its code in a separate file in your project, and alter imports to corresponding version.

For example, here's bundle for 3.8:

import '@pixi-spine/loader-3.8'; // Side effect install the loader
// eslint-disable-next-line @typescript-eslint/no-duplicate-imports
export * from '@pixi-spine/runtime-3.8';
export * from '@pixi-spine/base';

In case author was too lazy to publishloader-3.7, you can do the same trick with them, just look in sources of loader-3.8.

Want to go advanced?

Read our docs.

Two-color tint

Light-dark tint is supported with help of pixi-heaven Currently supported only by UMD build. (and most likely on PixiJS < 7.x)

let spine = new PIXI.heaven.Spine(spineData);

Debug

To show debug graphics you can set yourSpine.debug = new SpineDebugRenderer()

Control what gets drawn with the following flags:

// Master toggle
yourSpine.debug.drawDebug = true; 

// Per feature toggle
yourSpine.debug.drawMeshHull = true;
yourSpine.debug.drawMeshTriangles = true;
yourSpine.debug.drawBones = true;
yourSpine.debug.drawPaths = true;
yourSpine.debug.drawBoundingBoxes = true;
yourSpine.debug.drawClipping = true;
yourSpine.debug.drawRegionAttachments = true;

To have even more control, you can customize the color and line thickness with

yourSpine.debug.debugOptions.lineWidth = 1;
yourSpine.debug.debugOptions.regionAttachmentsColor = 0x0078ff;
yourSpine.debug.debugOptions.meshHullColor = 0x0078ff;
yourSpine.debug.debugOptions.meshTrianglesColor = 0xffcc00;
yourSpine.debug.debugOptions.clippingPolygonColor = 0xff00ff;
yourSpine.debug.debugOptions.boundingBoxesRectColor = 0x00ff00;
yourSpine.debug.debugOptions.boundingBoxesPolygonColor = 0x00ff00;
yourSpine.debug.debugOptions.boundingBoxesCircleColor = 0x00ff00;
yourSpine.debug.debugOptions.pathsCurveColor = 0xff0000;
yourSpine.debug.debugOptions.pathsLineColor = 0xff00ff;
yourSpine.debug.debugOptions.skeletonXYColor = 0xff0000;
yourSpine.debug.debugOptions.bonesColor = 0x00eecc;

You can reuse a single debug renderer and they will share the debug settings!

const debugRenderer = new SpineDebugRenderer();

oneSpine.debug = debugRenderer;
anotherSpine.debug = debugRenderer;

If you want to create your own debugger you can extend SpineDebugRenderer or create a class from scratch that implements ISpineDebugRenderer!

Build & Development

You will need to have node setup on your machine.

Then you can install dependencies and build:

npm install
npm run build

That will build all packages and bundles. Browser packages are inside dist and npm packages are inside lib

npm link will misbehave because of the monorepo setup.

Deploying

If you have enough rights to publish this monorepo, you can publish by running npm run lernaPublish This is so that it runs with the internal npm v8 since npm v9 doesn't play nice with Lerna.

If for some reason your publish failed, use npm run lernaPublish:fromPackage to try to force a publish without creating a new version

spine's People

Contributors

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