- Edited
Creating Spine Animations and Touch Control Corona
Hi All,
I am struggling to control spine runtime skeletons in corona SDK
I can create the character from the demo code, but want to interact with object, eg manipulate whole character or limbs with touch events. But i cant figure out how to. Can someone please help?
heres my code so far
---
heres the character creation
local json = spine.SkeletonJson.new()
local skeletonData = json:readSkeletonDataFile("goblin.json")
local skeleton = spine.Skeleton.new(skeletonData)
---
if i want to move then whole skeleton i tried the following
---
touch listener function
function skeleton:touch( event )
if event.phase == "began" then
self.markX = self.x
---
store x location of object
self.markY = self.y
---
store y location of object
elseif event.phase == "moved" then
local x = (event.x - event.xStart) + self.markX
local y = (event.y - event.yStart) + self.markY
self.x, self.y = x, y
---
move object based on calculations above
end
return true
end
---
make 'skeleton' listen for touch events
skeleton:addEventListener( "touch", skeleton )
---
How would i reference an individual limb and move that wit a touch event
local rightLeg = skeleton:findBone("right upper leg")
your help would be much appreciated
Nick
No responses yet, but i am interested to see if this is the right way to approach spine sprite runtime control.
I looked though the corona runtimes and noticed that you can add the skeleton to a corona group when creating a new skeleton. See below code.
What i would like to solve now is allow an individual limb to be controlled by a touch event. Eg make a leg rotate at hip. Does anyone have any suggestions how to reference specific limb of skeleton for touch events?
The following code allows the spine character now to be dragged around the screen.
local json = spine.SkeletonJson.new()
local skeletonData = json:readSkeletonDataFile("goblin.json")
---
add the skeleton to a touchable data file
---
the key here is to create a new displaygroup in corona
local skelGroup = display.newGroup()
local skeleton = spine.Skeleton.new(skeletonData,skelGroup )
---
touch listener function
function skelGroup:touch( event )
if event.phase == "began" then
self.markX = self.x
---
store x location of object
self.markY = self.y
---
store y location of object
elseif event.phase == "moved" then
local x = (event.x - event.xStart) + self.markX
local y = (event.y - event.yStart) + self.markY
self.x, self.y = x, y
---
move object based on calculations above
end
return true
end
---
make 'skeleton' listen for touch events
skelGroup:addEventListener( "touch", skelGroup )
Have you seen this?
http://esotericsoftware.com/spine-using ... ting-bones
Thanks Nate. I have, but i am just trying to integrate into corona lua and get my head around it. For instance, if i want to do touch control of a limb, is there anything special i need to do to update the skeleton bone - eg calling render each time etc. I havent yet got my code compiling so i cant post anything yet
An animation just edits the bones' local SRT, the same as you might do for procedural animation. You can apply the animation, then edit the bone's further, and do everything else as normal.