mlee_808 Welcome to the Spine forum! I think there are several possible way for rigging springs, but here is what I think is probably the easiest of them all:
Using an IK constraint, you can create a bone that be stretched and compressed when you move the target bone. You can use this to create the entire movement of the spring:
The yellow circle is intended to be Jack's head.
Create some bones as the child of the constrained bone by the IK constraint. These bones will be bound to the mesh attachments of the spring. Turn off scale inheritance of these new bones:
Then, you can get a bones movement like the following animated GIF:
You can bind these bones to the mesh attachment for the spring, and if you set the weights appropriately, you should get the following movement as a result:
As a note on setting the weights, the vertices closer to the root are given more weight for the root bone for the spring so that the tip of the spring stretches more and the root does not stretch as much.
You can download this sample Spine project here:
I hope this will be helpful to you.