new SpineGameObject(scene, pluginManager, x, y [, key] [, animationName] [, loop])
Parameters:
Name | Type | Argument | Default | Description |
---|---|---|---|---|
scene |
Phaser.Scene | A reference to the Scene that this Game Object belongs to. |
||
pluginManager |
SpinePlugin | A reference to the Phaser Spine Plugin. |
||
x |
number | The horizontal position of this Game Object in the world. |
||
y |
number | The vertical position of this Game Object in the world. |
||
key |
string |
<optional> |
The key of the Spine Skeleton this Game Object will use, as stored in the Spine Plugin. |
|
animationName |
string |
<optional> |
The name of the animation to set on this Skeleton. |
|
loop |
boolean |
<optional> |
false | Should the animation playback be looped or not? |
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 23)
Members
-
alpha :number
-
The alpha value of the Skeleton.
A value between 0 and 1.
This is a global value, impacting the entire Skeleton, not just a region of it.
Type:
- number
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 313)
-
<readonly> blendMode :number
-
A default Blend Mode. You cannot change the blend mode of a Spine Game Object.
Type:
- number
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 225)
-
blue :number
-
The amount of blue used when rendering the Skeleton.
A value between 0 and 1.
This is a global value, impacting the entire Skeleton, not just a region of it.
Type:
- number
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 412)
-
bounds :any
-
This object holds the calculated bounds of the current pose, as set when a new Skeleton is applied.
Type:
- any
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 167)
-
displayOriginX :number
-
The calculated Display Origin of this Game Object.
Type:
- number
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 196)
-
displayOriginY :number
-
The calculated Display Origin of this Game Object.
Type:
- number
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 205)
-
drawDebug :boolean
-
A Game Object level flag that allows you to enable debug drawing to the Skeleton Debug Renderer by toggling it.
Type:
- boolean
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 177)
-
green :number
-
The amount of green used when rendering the Skeleton.
A value between 0 and 1.
This is a global value, impacting the entire Skeleton, not just a region of it.
Type:
- number
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 382)
-
plugin :SpinePlugin
-
A reference to the Spine Plugin.
Type:
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 113)
-
preMultipliedAlpha :boolean
-
A flag that stores if the texture associated with the current Skin being used by this Game Object, has its alpha pre-multiplied into it, or not.
Type:
- boolean
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 214)
-
red :number
-
The amount of red used when rendering the Skeleton.
A value between 0 and 1.
This is a global value, impacting the entire Skeleton, not just a region of it.
Type:
- number
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 352)
-
root :spine.Bone
-
A reference to the root bone of the Skeleton.
Type:
- spine.Bone
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 158)
-
scaleX :number
-
The horizontal scale of this Game Object, as applied to the Skeleton it is using.
Type:
- number
- Since: 3.19.0
- Default Value:
-
- 1
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 809)
-
scaleY :number
-
The vertical scale of this Game Object, as applied to the Skeleton it is using.
Type:
- number
- Since: 3.19.0
- Default Value:
-
- 1
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 833)
-
skeleton :spine.Skeleton
-
The Spine Skeleton this Game Object is using.
Type:
- spine.Skeleton
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 122)
-
skeletonData :spine.SkeletonData
-
The Spine Skeleton Data associated with the Skeleton this Game Object is using.
Type:
- spine.SkeletonData
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 131)
-
state :spine.AnimationState
-
The Spine Animation State this Game Object is using.
Type:
- spine.AnimationState
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 140)
-
stateData :spine.AnimationStateData
-
The Spine Animation State Data associated with the Animation State this Game Object is using.
Type:
- spine.AnimationStateData
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 149)
-
timeScale :number
-
The factor to scale the Animation update time by.
Type:
- number
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 187)
Methods
-
addAnimation(trackIndex, animationName [, loop] [, delay])
-
Adds an animation to be played after the current or last queued animation for a track. If the track is empty, it is equivalent to calling setAnimation.
Animations are referenced by a unique string-based key, as defined in the Spine software.
The delay is a float. If > 0, sets delay. If <= 0, the delay set is the duration of the previous track entry minus any mix duration (from the AnimationStateData) plus the specified delay (ie the mix ends at (delay = 0) or before (delay < 0) the previous track entry duration). If the previous entry is looping, its next loop completion is used instead of its duration.
Parameters:
Name Type Argument Default Description trackIndex
integer The track index to add the animation to.
animationName
string The string-based key of the animation to add.
loop
boolean <optional>
false Should the animation be looped when played?
delay
integer <optional>
0 A delay, in ms, before which this animation will start when played.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1037)
Returns:
A track entry to allow further customization of animation playback.
- Type
- spine.TrackEntry
-
angleBoneToXY(bone, worldX, worldY [, offset] [, minAngle] [, maxAngle])
-
Takes a Bone object and a position in world space and rotates the Bone so it is angled towards the given position. You can set an optional angle offset, should the bone be designed at a specific angle already. You can also set a minimum and maximum range for the angle.
Parameters:
Name Type Argument Default Description bone
spine.Bone The bone to rotate towards the world position.
worldX
number The world x coordinate to rotate the bone towards.
worldY
number The world y coordinate to rotate the bone towards.
offset
number <optional>
0 An offset to add to the rotation angle.
minAngle
number <optional>
0 The minimum range of the rotation angle.
maxAngle
number <optional>
360 The maximum range of the rotation angle.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1337)
Returns:
This Game Object.
- Type
- SpineGameObject
-
clearTrack(trackIndex)
-
Removes all animations from the track, leaving skeletons in their current pose.
It may be desired to use setEmptyAnimation to mix the skeletons back to the setup pose, rather than leaving them in their current pose.
Parameters:
Name Type Description trackIndex
integer The track index to add the animation to.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1095)
Returns:
This Game Object.
- Type
- SpineGameObject
-
clearTracks()
-
Removes all animations from all tracks, leaving skeletons in their current pose.
It may be desired to use setEmptyAnimation to mix the skeletons back to the setup pose, rather than leaving them in their current pose.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1115)
Returns:
This Game Object.
- Type
- SpineGameObject
-
findAnimation(animationName)
-
Finds an animation by comparing each animation's name. It is more efficient to cache the results of this method than to call it multiple times.
Parameters:
Name Type Description animationName
string The name of the animation to find.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1466)
Returns:
The Animation. May be null.
- Type
- spine.Animation
-
findBone(boneName)
-
Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it multiple times.
Parameters:
Name Type Description boneName
string The name of the bone to find.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1370)
Returns:
The bone, or null.
- Type
- spine.Bone
-
findBoneIndex(boneName)
-
Finds the index of a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it multiple times.
Parameters:
Name Type Description boneName
string The name of the bone to find.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1386)
Returns:
The bone index. Or -1 if the bone was not found.
- Type
- integer
-
findEvent(eventDataName)
-
Finds an event by comparing each events's name. It is more efficient to cache the results of this method than to call it multiple times.
Parameters:
Name Type Description eventDataName
string The name of the event to find.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1450)
Returns:
The Event Data. May be null.
- Type
- spine.EventData
-
findIkConstraint(constraintName)
-
Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method than to call it multiple times.
Parameters:
Name Type Description constraintName
string The name of the constraint to find.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1482)
Returns:
The IK constraint. May be null.
- Type
- spine.IkConstraintData
-
findPathConstraint(constraintName)
-
Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method than to call it multiple times.
Parameters:
Name Type Description constraintName
string The name of the constraint to find.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1514)
Returns:
The path constraint. May be null.
- Type
- spine.PathConstraintData
-
findPathConstraintIndex(constraintName)
-
Finds the index of a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method than to call it multiple times.
Parameters:
Name Type Description constraintName
string The name of the constraint to find.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1530)
Returns:
The constraint index. Or -1 if the constraint was not found.
- Type
- integer
-
findSkin(skinName)
-
Finds a skin by comparing each skin's name. It is more efficient to cache the results of this method than to call it multiple times.
Parameters:
Name Type Description skinName
string The name of the skin to find.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1434)
Returns:
The Skin. May be null.
- Type
- spine.Skin
-
findSlot(slotName)
-
Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it multiple times.
Parameters:
Name Type Description slotName
string The name of the slot to find.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1402)
Returns:
The Slot. May be null.
- Type
- spine.Slot
-
findSlotIndex(slotName)
-
Finds the index of a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it multiple times.
Parameters:
Name Type Description slotName
string The name of the slot to find.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1418)
Returns:
The slot index. Or -1 if the Slot was not found.
- Type
- integer
-
findTransformConstraint(constraintName)
-
Finds an transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of this method than to call it multiple times.
Parameters:
Name Type Description constraintName
string The name of the constraint to find.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1498)
Returns:
The transform constraint. May be null.
- Type
- spine.TransformConstraintData
-
getAnimationList()
-
Returns an array containing the names of all the animations in the Skeleton Data.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 929)
Returns:
An array containing the names of all the animations in the Skeleton Data.
- Type
- Array.<string>
-
getAttachment(slotIndex, attachmentName)
-
Finds an attachment by looking in the skin and defaultSkin using the slot index and attachment name. First the skin is checked and if the attachment was not found, the default skin is checked.
Parameters:
Name Type Description slotIndex
integer The slot index to search.
attachmentName
string The attachment name to look for.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1216)
Returns:
The Attachment, if found. May be null.
- Type
- spine.Attachment
-
getAttachmentByName(slotName, attachmentName)
-
Finds an attachment by looking in the skin and defaultSkin using the slot name and attachment name.
Parameters:
Name Type Description slotName
string The slot name to search.
attachmentName
string The attachment name to look for.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1234)
Returns:
The Attachment, if found. May be null.
- Type
- spine.Attachment
-
getBoneList()
-
Returns an array containing the names of all the bones in the Skeleton Data.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 857)
Returns:
An array containing the names of all the bones in the Skeleton Data.
- Type
- Array.<string>
-
getBounds()
-
Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
The returned object contains two properties:
offset
andsize
:offset
- The distance from the skeleton origin to the bottom left corner of the AABB.size
- The width and height of the AABB.- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1546)
Returns:
The bounds object.
- Type
- any
-
getCurrentAnimation( [trackIndex])
-
Returns the current animation being played on the given track, if any.
Parameters:
Name Type Argument Default Description trackIndex
integer <optional>
0 The track to return the current animation on.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 954)
Returns:
The current Animation on the given track, or
undefined
if there is no current animation.- Type
- spine.Animation
-
getRootBone()
-
Gets the root bone, or null.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1324)
Returns:
The root bone, or null.
- Type
- spine.Bone
-
getSkinList()
-
Returns an array containing the names of all the skins in the Skeleton Data.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 882)
Returns:
An array containing the names of all the skins in the Skeleton Data.
- Type
- Array.<string>
-
getSlotList()
-
Returns an array containing the names of all the slots in the Skeleton.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 907)
Returns:
An array containing the names of all the slots in the Skeleton.
- Type
- Array.<string>
-
play(animationName [, loop] [, ignoreIfPlaying])
-
Sets the current animation for a track, discarding any queued animations. If the formerly current track entry was never applied to a skeleton, it is replaced (not mixed from).
Animations are referenced by a unique string-based key, as defined in the Spine software.
Parameters:
Name Type Argument Default Description animationName
string The string-based key of the animation to play.
loop
boolean <optional>
false Should the animation be looped when played?
ignoreIfPlaying
boolean <optional>
false If this animation is already playing then ignore this call.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 976)
Fires:
Returns:
This Game Object. If you need the TrackEntry, see
setAnimation
instead.- Type
- SpineGameObject
-
<protected> preDestroy()
-
Internal destroy handler, called as part of the destroy process.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1583)
-
<protected> preUpdate(time, delta)
-
Internal update handler.
Parameters:
Name Type Description time
number The current timestamp.
delta
number The delta time, in ms, elapsed since the last frame.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1564)
-
refresh()
-
Refreshes the data about the current Skeleton.
This will reset the rotation, position and size of the Skeleton to match this Game Object.
Call this method if you need to access the Skeleton data directly, and it may have changed recently.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 674)
Returns:
This Game Object.
- Type
- SpineGameObject
-
setAlpha( [value])
-
Set the Alpha level for the whole Skeleton of this Game Object.
The alpha controls the opacity of the Game Object as it renders.
Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.
Parameters:
Name Type Argument Default Description value
number <optional>
1 The alpha value used for the whole Skeleton.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 278)
Returns:
This Game Object instance.
- Type
- SpineGameObject
-
setAnimation(trackIndex, animationName [, loop] [, ignoreIfPlaying])
-
Sets the current animation for a track, discarding any queued animations. If the formerly current track entry was never applied to a skeleton, it is replaced (not mixed from).
Animations are referenced by a unique string-based key, as defined in the Spine software.
Parameters:
Name Type Argument Default Description trackIndex
integer The track index to play the animation on.
animationName
string The string-based key of the animation to play.
loop
boolean <optional>
false Should the animation be looped when played?
ignoreIfPlaying
boolean <optional>
false If the animation specified by the track index is already playing then ignore this call.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 999)
Fires:
Returns:
A track entry to allow further customization of animation playback.
- Type
- spine.TrackEntry
-
setAttachment(slotName, attachmentName)
-
A convenience method to set an attachment by finding the slot with findSlot, finding the attachment with getAttachment, then setting the slot's attachment.
Parameters:
Name Type Description slotName
string The slot name to add the attachment to.
attachmentName
string The attachment name to add.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1250)
Returns:
This Game Object.
- Type
- SpineGameObject
-
setBonesToSetupPose()
-
Sets the bones and constraints to their setup pose values.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1309)
Returns:
This Game Object.
- Type
- SpineGameObject
-
setColor( [color] [, slotName])
-
Sets the color on the given attachment slot. Or, if no slot is given, on the whole skeleton.
Parameters:
Name Type Argument Default Description color
integer <optional>
0xffffff The color being applied to the Skeleton or named Slot. Set to white to disable any previously set color.
slotName
string <optional>
The name of the slot to set the color on. If not give, will be set on the whole skeleton.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 442)
Returns:
This Game Object instance.
- Type
- SpineGameObject
-
setEmptyAnimation(trackIndex [, mixDuration])
-
Sets an empty animation for a track, discarding any queued animations, and sets the track entry's mixDuration. An empty animation has no timelines and serves as a placeholder for mixing in or out.
Mixing out is done by setting an empty animation with a mix duration using either setEmptyAnimation, setEmptyAnimations, or addEmptyAnimation. Mixing to an empty animation causes the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of 0 still mixes out over one frame.
Mixing in is done by first setting an empty animation, then adding an animation using addAnimation and on the returned track entry, set the mixDuration. Mixing from an empty animation causes the new animation to be applied more and more over the mix duration. Properties keyed in the new animation transition from the value from lower tracks or from the setup pose value if no lower tracks key the property to the value keyed in the new animation.
Parameters:
Name Type Argument Description trackIndex
integer The track index to add the animation to.
mixDuration
integer <optional>
Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData getMix based on the animation before this animation (if any).
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1066)
Returns:
The returned Track Entry.
- Type
- spine.TrackEntry
-
setMix(fromName, toName [, duration])
-
Sets the mix duration when changing from the specified animation to the other.
Parameters:
Name Type Argument Description fromName
string The animation to mix from.
toName
string The animation to mix to.
duration
number <optional>
Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData getMix based on the animation before this animation (if any).
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1197)
Returns:
This Game Object.
- Type
- SpineGameObject
-
setOffset( [offsetX] [, offsetY])
-
Sets the offset of this Game Object from the Skeleton position.
You can use this method to adjust how the position of this Game Object relates to the Skeleton it is using.
Parameters:
Name Type Argument Default Description offsetX
number <optional>
0 The horizontal offset of the Skeleton from its x and y coordinate.
offsetY
number <optional>
0 The vertical offset of the Skeleton from its x and y coordinate.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 738)
Returns:
This Game Object.
- Type
- SpineGameObject
-
setSize( [width] [, height] [, offsetX] [, offsetY])
-
Sets the size of this Game Object.
If no arguments are given it uses the current skeleton data dimensions.
You can use this method to set a fixed size of this Game Object, such as for input detection, when the skeleton data doesn't match what is required in-game.
Parameters:
Name Type Argument Default Description width
number <optional>
The width of the Skeleton. If not given it defaults to the Skeleton Data width.
height
number <optional>
The height of the Skeleton. If not given it defaults to the Skeleton Data height.
offsetX
number <optional>
0 The horizontal offset of the Skeleton from its x and y coordinate.
offsetY
number <optional>
0 The vertical offset of the Skeleton from its x and y coordinate.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 702)
Returns:
This Game Object.
- Type
- SpineGameObject
-
setSkeleton(atlasDataKey, skeletonJSON [, animationName] [, loop])
-
Sets this Game Object to use the given Skeleton based on its cache key.
Typically, once set, the Skeleton doesn't change. Instead, you change the skin, or slot attachment, or any other property to adjust it.
Parameters:
Name Type Argument Default Description atlasDataKey
string The key of the Spine data to use for this Skeleton.
skeletonJSON
object The JSON data for the Skeleton.
animationName
string <optional>
Optional name of the animation to set on the Skeleton.
loop
boolean <optional>
false Should the animation, if set, loop or not?
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 505)
Returns:
This Game Object.
- Type
- SpineGameObject
-
setSkeletonFromJSON(atlasDataKey, skeletonJSON [, animationName] [, loop])
-
Sets this Game Object to use the given Skeleton based on the Atlas Data Key and a provided JSON object that contains the Skeleton data.
Parameters:
Name Type Argument Default Description atlasDataKey
string The key of the Spine data to use for this Skeleton.
skeletonJSON
object The JSON data for the Skeleton.
animationName
string <optional>
Optional name of the animation to set on the Skeleton.
loop
boolean <optional>
false Should the animation, if set, loop or not?
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 486)
Returns:
This Game Object.
- Type
- SpineGameObject
-
setSkin(newSkin)
-
Sets the skin used to look up attachments before looking in the defaultSkin.
Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's setup mode attachment is attached from the new skin.
After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling setSlotsToSetupPose. Also, often apply is called before the next time the skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.
Parameters:
Name Type Argument Description newSkin
spine.Skin <nullable>
The Skin to set. May be
null
.- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1165)
Returns:
This Game Object.
- Type
- SpineGameObject
-
setSkinByName(skinName)
-
Sets the skin used to look up attachments before looking in the defaultSkin.
Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's setup mode attachment is attached from the new skin.
After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling setSlotsToSetupPose. Also, often apply is called before the next time the skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.
Parameters:
Name Type Description skinName
string The name of the skin to set.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1133)
Returns:
This Game Object.
- Type
- SpineGameObject
-
setSlotsToSetupPose()
-
Sets the slots and draw order to their setup pose values.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1294)
Returns:
This Game Object.
- Type
- SpineGameObject
-
setToSetupPose()
-
Sets the bones, constraints, slots, and draw order to their setup pose values.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 1279)
Returns:
This Game Object.
- Type
- SpineGameObject
-
updateSize()
-
Internal method that syncs all of the Game Object position and scale data to the Skeleton. It then syncs the skeleton bounds back to this Game Object.
This method is called automatically as needed internally, however, it's also exposed should you require overriding the size settings.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 764)
Returns:
This Game Object.
- Type
- SpineGameObject
-
willRender(camera [, container])
-
Returns
true
if this Spine Game Object both has a skeleton and also passes the render tests for the given Camera.Parameters:
Name Type Argument Description camera
Phaser.Cameras.Scene2D.Camera The Camera that is rendering the Game Object.
container
SpineContainer <optional>
If this Spine object is in a Spine Container, this is a reference to it.
- Since: 3.19.0
- Source: plugins/spine/src/gameobject/SpineGameObject.js (Line 244)
Returns:
true
if this Game Object should be rendered, otherwisefalse
.- Type
- boolean