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Davide
also, rq before I message the owner of Gimkit I need to make sure it is something he would have actually had control over. He has been using spine through Https://www.Phaser.io, do you know if they format Spine differently?

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LeinadNoscaj

Unfortunately, I didn't really understand the documentation. Can you explain how to set an animation to loop for 2 seconds, start another for 2 seconds, then run one once and restart?

Carefully read the Advanced Playback section. In the success callback, you should call setAnimation and addAnimation, using the appropriate delay parameter based on the mix duration you set.

I found some resources that might help with decoding. Before I contact the creator of Gimkit, do any of these seem relevant for processing code in a specific way?
https://www.gimkit.com/index.f94d18b6.js
https://www.gimkit.com/App.bd3a6d62.js
https://www.gimkit.com/App.3d7597ef.js
https://www.gimkit.com/App.5c2d4074.js

Sorry, but I won’t analyze that code for you.

Also, before I message the owner of Gimkit, I need to confirm whether it's something he would actually have control over. He has been using Spine through Phaser. Do you know if Phaser formats Spine differently?

All the Spine Phaser runtimes I’m aware of, including our spine-phaser, use assets directly exported from the Spine Editor.

  • LeinadNoscaj ответили на это сообщение.

    Davide I'm not great at coding, could you provide an example that uses multiple animations and the delay? I'm trying to plug stuff in, but it's not working right.

    • Luke ответили на это сообщение.

      LeinadNoscaj We can help you identify why your code isn't working as you're intending. Could you provide us with an example of what you've tried so far?

      • LeinadNoscaj ответили на это сообщение.
        • Изменено

        Luke
        stuff like

        
         success: function (player) {
                player.setAnimation("run", true);
                     delay: 5
                     player.addanimation("walk",true)
           },
           error: function (player, reason) {
              alert(reason);
           }
        • Luke ответили на это сообщение.
          • Изменено

          LeinadNoscaj In your call to setAnimation(), you didn't provide it with a track index that you want the animation to play on. You can call setAnimation() properly by writing code like player.setAnimation(0, "run", false);.

          It looks like you're missing parameters in your call to addAnimation(). Here's the addAnimation function from AnimationState.ts:
          EsotericSoftware/spine-runtimesblob/4.2/spine-ts/spine-core/src/AnimationState.ts#L563

          The delay number is a parameter you pass to the function, like so: player.addAnimation(0, "walk", false, 5);.

          I would encourage you to check out the spine-ts runtime from our Github page and read through the examples.

          • LeinadNoscaj ответили на это сообщение.

            Luke
            how do I use the addAnimation function?
            Do I have to paste the file into my HTML doc?

            We are happy to help you as much as we can, but you'll need to learn coding, read our documentation, and go through the example projects. Your problem appears to be that you are jumping ahead without enough understanding. We cannot help you learn everything from scratch. Start over with the simplest possible setup (probably one of our examples), get that to work, understand it, and then make it more complex from there. Don't skip any steps.

            Have you tried using AI? ChatGPT or DeepSeek can be a great resource. You can ask it Spine questions and usually it gives great answers.

            • LeinadNoscaj ответили на это сообщение.

              Nate I've been trying with Google gemini
              Unfortunately its been writing stuff even less correct then me

              Aye, Gemini is not very good. I prefer ChatGPT. If you don't want to pay the $20/month, DeepSeek can be just as good. You might also try Claude.

              • LeinadNoscaj ответили на это сообщение.

                Nate is Microsoft copilot any good?

                I don't use it, but probably. Under the covers it is ChatGPT.

                2 месяца спустя

                hey I know its been a while but I finally found out how the JSON was encoded
                it was done using compress-json (beenotung/compress-json)
                is there a way to plug the compress reverser into the spine runtime?

                You would decompress it with that, giving you regular JSON, which you'd give to Spine as normal.

                9 дней спустя

                after a bunch of circulatory discussions with AI, I finally came up with the start of a solution

                <html lang="en">
                <head>
                    <meta charset="UTF-8">
                    <meta name="viewport" content="width=device-width, initial-scale=1.0">
                    <title>Gimkit Spine Player (CodePen)</title>
                    <style>
                        body { margin: 0; }
                        #spine-player-container { width: 600px; height: 400px; border: 1px solid #ccc; }
                    </style>
                    <link href="https://unpkg.com/@esotericsoftware/spine-player@4.1/dist/spine-player.css" rel="stylesheet">
                </head>
                <body>
                    <div>
                        <label for="filenameInput">Enter Filename:</label>
                        <input type="text" id="filenameInput" value="snowman">
                        <button id="loadButton">Load Animation</button>
                    </div>
                    <div id="spine-player-container"></div>
                
                    <script src="https://unpkg.com/@esotericsoftware/spine-player@4.1/dist/iife/spine-player.js"></script>
                    <script src="https://cdn.jsdelivr.net/npm/compress-json@3/bundle.min.js"></script>
                    <script>
                        document.addEventListener('DOMContentLoaded', () => {
                    const filenameInput = document.getElementById('filenameInput');
                    const loadButton = document.getElementById('loadButton');
                    const GIMKIT_ASSET_BASE_URL = 'https://www.gimkit.com/assets/map/characters/spine/';
                    const CORS_PROXY_URL = 'https://api.allorigins.win/raw?url=';
                
                    loadButton.addEventListener('click', () => {
                        const filename = filenameInput.value.trim();
                        if (filename) {
                            encodeAssets(filename);
                        } else {
                            console.warn("Please enter a filename.");
                        }
                    });
                
                    async function encodeAssets(filename) {
                        const jsonUrl = GIMKIT_ASSET_BASE_URL + filename + '.json';
                        const proxiedJsonUrl = CORS_PROXY_URL + encodeURIComponent(jsonUrl);
                        const atlasUrl = GIMKIT_ASSET_BASE_URL + filename + '.atlas';
                        const proxiedAtlasUrl = CORS_PROXY_URL + encodeURIComponent(atlasUrl);
                        const pngUrl = GIMKIT_ASSET_BASE_URL + filename + '.png';
                        const proxiedPngUrl = CORS_PROXY_URL + encodeURIComponent(pngUrl);
                
                        try {
                            // Fetch and Base64 encode JSON
                            const jsonResponse = await fetch(proxiedJsonUrl);
                            if (!jsonResponse.ok) throw new Error(`Failed to fetch JSON: ${jsonResponse.status}`);
                            const compressedData = await jsonResponse.json();
                            const spineJsonData = compressJSON.decompress(compressedData);
                            const jsonString = JSON.stringify(spineJsonData);
                            const base64Json = btoa(jsonString);
                            console.log("Base64 JSON:", base64Json);
                
                            // Fetch and Base64 encode Atlas
                            const atlasResponse = await fetch(proxiedAtlasUrl);
                            if (!atlasResponse.ok) throw new Error(`Failed to fetch atlas: ${atlasResponse.status}`);
                            const atlasText = await atlasResponse.text();
                            const base64Atlas = btoa(atlasText);
                            console.log("Base64 Atlas:", base64Atlas);
                
                            // Fetch and Base64 encode PNG
                            const pngResponse = await fetch(proxiedPngUrl);
                            if (!pngResponse.ok) console.warn(`Failed to fetch PNG: ${pngResponse.status}`);
                            const pngBlob = await pngResponse.blob();
                            const reader = new FileReader();
                            const pngBase64 = await new Promise((resolve, reject) => {
                                reader.onloadend = () => {
                                    const base64String = reader.result.split(',')[1]; // Extract the Base64 part
                                    resolve(base64String);
                                };
                                reader.onerror = reject;
                                reader.readAsDataURL(pngBlob);
                            });
                            console.log("Base64 PNG:", pngBase64);
                
                        } catch (error) {
                            console.error("Error encoding assets:", error);
                        }
                    }
                
                    // Encode default on start
                    encodeAssets(filenameInput.value.trim());
                });
                    </script>
                </body>
                </html>

                I'm getting the JSON file decompressed, then base64 encoded. I can't for the life of me figure out how that works tho

                just realized my previous reply may be confusing, the part I don't understand is the RawDataURIs section. I'm not really sure where to put my variable containing the BASE64 for the JSON, and the same goes for the Atlas

                • Davide ответили на это сообщение.

                  LeinadNoscaj

                  You have to place it in the player config. It's pretty clear in the documentation.

                  • LeinadNoscaj ответили на это сообщение.

                    Davide right, sorry I probably should've been more specific.

                          skeleton: "raptor-pro.json",
                          atlas: "raptor-pma.atlas",
                          rawDataURIs: {
                             "raptor-pro.json": "data:application/json;base64,<base64 encoded raptor-pro.json>",
                             "raptor-pma.atlas": "data:application/octet-stream;base64,<base64 encoded raptor-pma.atlas>",
                             "raptor-pma.png": "data:image/png;base64,<base64 encoded raptor-pma.png>"
                          }
                    }

                    where in this example would I put the BASE64 encoded json file, and would I need to append the .JSON onto the end of it

                    • Davide ответили на это сообщение.

                      LeinadNoscaj

                      <base64 encoded raptor-pro.json>

                      How do I layer 2 animations on top of each other?
                      For what I'm trying to create a preview of, there's one animation that controls the skeleton, another that controls the special effects. How do I combine the 2?