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I'm running this on codepen.io since it has automatic updates and I don't have to wait for it to update. So I'm not 100% where the error occurs since it gives me a link that returns 404 as the location. According to Gemini, it's line 135, but that doesn't make sense since my lowest line is line 116.
And there is a run animation
{Screenshot of run animation}

In case it matters, when the script is started, the skeleton and atlas are not initially defined, they only are BASE64 encoded and uploaded after the filename constant is defined.

Can you link to your codepen?


huh it embeded
If you wish to test viable filenames, a couple are
snowman
atom
eclipse

Link: https://codepen.io/Leinad-Noscaj/pen/RNNbZqQ

You should see error:

SyntaxError: missing } after property list 
 at https://cdpn.io/cpe/boomboom/index.html?editors=1111&key=index.html-92ce83c4-3f00-ca09-07a4-bcb8925ee348:136

Go to the URL in the error so you can see just the resulting page without the codepen junk wrapping it. Look in the browser console (F12) and you'll see (in Firefox):

Uncaught SyntaxError: missing } after property list    index.html:136:13
note: { opened at line 119, column 63    index.html:119:63

Those will have links you can click and it'll show you exactly the line with the problem: Line 107 is });, needs to be }});.

    LeinadNoscaj
    I'm trying to use TrackEntry to make an animation loop for 3 seconds, then switch to another one. How do I do that? The TrackEntry API ref isn't making much sense to me.
    And since I already can tell I won't know what to do, how do I different tracks trigger at the same time?

       success: function (player) {
          player.animationState.setAnimation(0, "first animation name", true);
          player.animationState.addAnimation(0, "second animation name", true, 3);
       }

    What do you mean by "trigger"? That isn't a verb usually used for tracks.

    If you want to play two animations at the same time:

       success: function (player) {
          player.animationState.setAnimation(0, "lower track animation name", true);
          player.animationState.setAnimation(1, "higher track animation name", true);
       }

      Nate If you want to play two animations at the same time:
      success: function (player) {
      player.animationState.setAnimation(0, "lower track animation name", true);
      player.animationState.setAnimation(1, "higher track animation name", true);
      }

      Would the same principle apply to addAnimation?
      And could you provide an example of using trackEnd?

      Nate
      I'm trying to make an animation loop for 3 seconds before switching
      I gotta stop using Gemini

      weird

      Nate
      ohhhhhhhhhhh. Thx.
      Final question I think
      How do I make a set of animations loop forever?
      So after using setAnimation then addAnimation 5 times, it'll just loop those 6

      wait nvm it does it automatically
      Good grief yall really did make things ez

      wait nvm, i was seeing things
      but this is wierd
      with this:

      success: function (player) {
          player.animationState.setAnimation(0, "run", true, 5);
          player.animationState.addAnimation(0, "jump", false);
          player.animationState.addAnimation(0, "run", true,5);
      	  player.animationState.addAnimation(0, "idle", true, 3);
      
      },

      I get this

      It just stays frozen like that in idle forever

      setAnimation takes 3 parameters, not 4:

      player.animationState.setAnimation(0, "run", true, 5);

      addAnimation takes 4 parameters, not 3:

      player.animationState.addAnimation(0, "jump", false); // Missing the delay param.

      Make sure you understand the parameters (read the docs).

      The true being passed makes that animation loop if playback exceeds the animation duration. If false is passed it will give you the last frame forever.

      It's easy to play a single animation looping forever. To play multiple animations repeatedly, you'll need a listener to know when they are done, then you set the animations again:

      success: function (player) {
      	var loop = function () {
      		player.animationState.addAnimation(0, "jump", true, 0);
      		var entry = player.animationState.addAnimation(0, "run", true, 3);
      		entry.listener = {
      			complete: function (event) {
      				loop();
      			}
      		};		 
      	};
      	loop();
      },

      There are other events available beside complete, see the API reference docs.

      You can also mix between animations, so the change is not so abrupt:

      player.animationState.data.defaultMix = 0.2;
      player.animationState.addAnimation(0, "jump", true, 0);

      Or on a specific transition:

      var entry = player.animationState.addAnimation(0, "jump", true, 0);
      entry.mixDuration = 0.2;

      Thx, that helped a lot.
      I forgot about one final aspect, certain skins have a special animation on another track that plays, it is
      skins-filename-common. The filename changes based on whatever filename I put in. So my questions around this are, how do I create an if animation exists statement, and how do I define a constant inside an animation name in setAnimation?

      You're welcome!

      "skin" means something else in Spine. I assume you mean different skeletons may not have some animations. To set an animation only if it exists:

      var animation = player.skeleton.data.findAnimation("run");
      if (animation) player.animationState.addAnimation(0, animation, true, 0);

      What do you mean by "define a constant inside an animation name"?

        Nate Thx that answered the first part of my question.
        As for the second part, the constant filename is defined when someone types in something and hits Load Animation.