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Spine animation

This example shows Spine bone animation that blends when animation switches.

spine spine.script

function init(self)
    msg.post(".", "acquire_input_focus") 
    self.state = "idle" 
end

function on_input(self, action_id, action)
    if action_id == hash("click") and action.pressed then
        local properties = { blend_duration = 0.3 } 
        if self.state == "idle" then 
            spine.play_anim("#spinemodel", hash("run"), go.PLAYBACK_LOOP_FORWARD, properties)
            label.set_text("#label", "Click to idle...")
            self.state = "run"
        elseif self.state == "run" then 
            spine.play_anim("#spinemodel", hash("idle"), go.PLAYBACK_LOOP_FORWARD, properties)    
            label.set_text("#label", "Click to run...")
            self.state = "idle"
        end            
    end    
end
  1. Tell the engine that this game object (".", which is shorthand for the current game object) should receive input.
  2. Store state for this instance. Use a string that will be either “idle” or “run”, reflecting the animation.
  3. If user clicks, set up animation properties. Blend duration larger that 0 to get smoother transition between animations.
  4. If state is currently “idle”, play “run” animation, change text on label and change the state variable to “run”.
  5. If state is currently “run”, play “idle” animation, change text on label and change the state variable to “idle”.

If you want to play with these examples, you can get the project on Github.

Do you want to see more examples? Why not write a few yourself and submit a pull request? We love contributions.

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