spine-runtimes | 2D skeletal animation runtimes for Spine | Game Engine library
kandi X-RAY | spine-runtimes Summary
kandi X-RAY | spine-runtimes Summary
This GitHub project hosts the Spine Runtimes which are needed to use Spine 2D skeletal animation data with various game toolkits.
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QUESTION
For my current project, we are using a custom scripting language (God knows why we're doing that) for game development. Sparing the details, the engine basically interprets and exports as either Flash or iOS.
So with this project, I was tasked with creating a Spine library for assistance with animation. For the most part, it isn't too difficult, as our engine is similar enough to AS3 that I can just translate it over.
Main issue I'm having now is rendering. The creators of this scripting language decided to use exclusively an affine coordinate space system to render positions and such. I've tried to wrap my head around it, but without much knowledge to how it works, I'm struggling to figure it out. All I need to be able to do is manually set the position by x and y, and manually set the rotation by angle. Any help would be immensely appreciated.
At any rate, here is my code to render the actual spine library stuff (this is based off of the SkeletonSprite.as class from the AS3 library):
...ANSWER
Answered 2017-Apr-12 at 14:45I've figured it out. On each call that I need to redraw based on position, I reset the affine coordinates, then translate and rotate once to the correct position.
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