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  • Programmatically Color Slot? (Generic SpineJS)

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So I'm working with just the generic Javascript runtime, and I'm not using anything else as a go-between (yet, and I'd prefer not to) other than just basic jQuery.

In just a day's work I've made a lot of progress despite a general lack of documentation. I've got my creation rendered onto an HTML5 canvas and for now I'm controlling it with some basic button HTML button elements and Javascript. All's well: I can switch between animations and swap out a slot's region attachment. I'm not currently using skins, though I can understand their benefit when needing to swap out many body parts at once.

$( "#walk" ).click(function() { renderer.state.addAnimationByName(0, 'walk', true, 0); });
$( "#idle" ).click(function() { renderer.state.addAnimationByName(0, 'idle', true, 0); });

$( "#hair01" ).click(function() {
       renderer.skeleton.setAttachment('hair_head', 'hair/hair01');
       renderer.skeleton.setAttachment('hair_back', '');
});
$( "#hair02" ).click(function() {
       renderer.skeleton.setAttachment('hair_head', 'hair/hair02');
       renderer.skeleton.setAttachment('hair_back', '');
});
$( "#hair03" ).click(function() {
       renderer.skeleton.setAttachment('hair_head', 'hair/hair03');
       renderer.skeleton.setAttachment('hair_back', 'hair/hair03_back');
});

-

Alright, so, now to my issue: See, the thing is, I'd like to be able to programmatically change the hair color - Spine's built in rgba tinting works great in the program itself but no amount of re-exporting the json file is actually carrying over tinted attachments to run time - and I've tried tinting the region, the slot, and even the bone itself and none of it is actually rendering in canvas.

The file is definitely saved, the json is definitely up to date, I've made extra sure I'm using the latest version of the runtime from github. I've even tried clearing my cache and using a different browser. I'm pretty sure this is just a feature that the Javascript runtime just doesn't support??

Now, I could manually make multiple images, tint and save them in a different program and add them all as attachments to that slot and swap them out tediously. I'd, for obvious reasons, rather not - my end goal is to have an eyedropper feature to just, on the fly, modify the avatar's hair color.

So... yeah, that's where I'm at right now.

Does another Javascript-based runtime render colors? How could I manually hack this into canvas with raw Javascript/jQuery without using another third party party file (since I really don't need an entire extra engine just for this one thing)?

(I'm open to suggestions for other runtime engines, I guess, so long as they're not entire game engines and just something meant to extend only spine. I don't need a bulky physics engine, map renderer, etc.)

Unrelated, any idea when the new 'shear' feature be a part of the runtime? (My animations look really cool with some 'shear' effects but I had to delete them all so the json file would actually read without errors.)

Thanks ahead of time!

Sorry this wasn't more clear, I've updated the spine-js README to note that tinting isn't supported. It's a problem with the HTML5 canvas, which doesn't have a nice way of drawing a tinted image. The most common suggestion is to modify the pixel data to change the colors. This is pretty nasty and inefficient. There is another solution where you store 4 images for each image, but this is hacky and still inefficient. I think those approaches are too ugly to include in spine-canvas. If you want to go down that road though, you can access the Image like this:

var slot = renderer.skeleton.findSlot("head");
var image = slot.attachment.rendererObject;
// Then do whatever you need.
var canvas = document.createElement("canvas");
var context = canvas.getContext("2d");
context.drawImage(image, 0, 0);
var pixels = context.getImageData(0, 0, image.width, image.height);

It may be a couple weeks before spine-js is updated with shear. Sorry!

As for other runtimes, my favorite is libgdx. It is a framework but it does force a bunch of stuff on you, you can pick and choose how much you use. At the minimum it handles application lifecycle and access to the OpenGL API. On top of that are a wide variety of optional APIs: scene graphs, physics, particle emitters, etc. Spine is written with libgdx. Examples:
http://esotericsoftware.com/files/runtimes/spine-libgdx/raptor/

The spine-turbulenze and spine-threejs runtimes can do tinting, but those game toolkits are pretty clunky and as a result those runtimes are more like simple demos. There is pixi.js, though it's not an official runtime.

Wow, that's super unfortunate to hear but I see it's totally not your guys' fault. (I'm still not sure how canvas "killed" flash. I think the lack of flash support on mobile devices and consoles is what "killed" flash. I would totally switch back to flash but I really need to make what I'm working on work in browsers across all devices, so, stuck with canvas.)

I guess my users just won't get to play with an unlimited color palette. I can live with that.

But unfortunately I think this also means I can't do animations that involve gradually changing opacities (such as summoning up a weapon from inventory pocket space), because the opacity is also controlled by the slot's color via the alpha channel? Is that right?

Yep, that is right. If you can use WebGL, you'll have tinting and a lot better performance.