skeleton:updateState()

Type: function

Overview

Advances the skeleton’s animation state by deltaTime milliseconds, applying all active animation tracks to the skeleton. Typically followed by skeleton:draw().

It also steps the skeleton’s physics constraints by deltaTime (scaled by skeleton.physicsTimeScale) and poses the skeleton, so bone and slot world values, skeleton:getBounds() and skeleton:getSize() are current as soon as it returns, even when skeleton:draw() is not called. Physics steps once per updateState call: calling it several times per frame steps physics several times, and a frame without updateState leaves physics where it was. Animation events are dispatched from updateState (see spineEvent).

Syntax

skeleton:updateState(deltaTime)

Parameters

  • deltaTime (required):

    number – Time elapsed in milliseconds since last update.

Example

local lastTime = system.getTimer()
local function onEnterFrame(event)
    local now = system.getTimer()
    local dt = now - lastTime
    lastTime = now

    spineboy:updateState(dt)
    spineboy:draw()
end
Runtime:addEventListener("enterFrame", onEnterFrame)