Spine 3.7, 3.8, 4.0, 4.1 implementation for PixiJS.
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/
Please read this carefully: there are many ways to add this lib to your app.
- npm, Webpack, Rollup, Vite - if you know those words, use
npm i pixi-spine
- Good old
<script src="pixi-spine.js">
, also named vanilla JS - The modern
<script type="module" src="pixi-spine.mjs">
, for ES modules - Single version, check the
all-X.Y
bundles - Custom bundle, for specific combinations of versions.
import 'pixi-spine' // Do this once at the very start of your code. This registers the loader!
import {Assets, Application} from 'pixi.js';
import {Spine} from 'pixi-spine';
const app = new Application();
document.body.appendChild(app.view);
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;
}
});
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.
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.
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
.
Read our docs.
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);
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
!
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.
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