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+/******************************************************************************
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+ * Spine Runtimes Software License
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+ * Version 2
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+ *
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+ * Copyright (c) 2013, Esoteric Software
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+ * All rights reserved.
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+ *
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+ * You are granted a perpetual, non-exclusive, non-sublicensable and
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+ * non-transferable license to install, execute and perform the Spine Runtimes
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+ * Software (the "Software") solely for internal use. Without the written
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+ * permission of Esoteric Software, you may not (a) modify, translate, adapt or
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+ * otherwise create derivative works, improvements of the Software or develop
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+ * new applications using the Software or (b) remove, delete, alter or obscure
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+ * any trademarks or any copyright, trademark, patent or other intellectual
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+ * property or proprietary rights notices on or in the Software, including
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+ * any copy thereof. Redistributions in binary or source form must include
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+ * this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
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+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY
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+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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+ * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+package com.esotericsoftware.spine;
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+
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+import com.esotericsoftware.spine.AnimationState.AnimationStateAdapter;
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+import com.esotericsoftware.spine.attachments.SkeletonAttachment;
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+
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+import com.badlogic.gdx.ApplicationAdapter;
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+import com.badlogic.gdx.Gdx;
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+import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
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+import com.badlogic.gdx.graphics.GL20;
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+import com.badlogic.gdx.graphics.OrthographicCamera;
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+import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
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+import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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+
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+public class SkeletonAttachmentTest extends ApplicationAdapter {
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+ OrthographicCamera camera;
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+ PolygonSpriteBatch batch;
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+ SkeletonRenderer renderer;
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+
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+ Skeleton spineboy, goblin;
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+ AnimationState spineboyState, goblinState;
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+
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+ public void create () {
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+ camera = new OrthographicCamera();
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+ batch = new PolygonSpriteBatch();
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+ renderer = new SkeletonRenderer();
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+ renderer.setPremultipliedAlpha(true);
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+
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+ {
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+ TextureAtlas atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy.atlas"));
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+ SkeletonJson json = new SkeletonJson(atlas);
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+ SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy.json"));
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+ spineboy = new Skeleton(skeletonData);
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+ spineboy.setX(320);
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+ spineboy.setY(20);
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+
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+ AnimationStateData stateData = new AnimationStateData(skeletonData);
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+ stateData.setMix("walk", "jump", 0.2f);
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+ stateData.setMix("jump", "walk", 0.4f);
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+ spineboyState = new AnimationState(stateData);
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+ new AnimationStateAdapter() {
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+ public void start (int trackIndex) {
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+ spineboyState.addAnimation(0, "walk", true, 0);
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+ spineboyState.addAnimation(0, "jump", false, 3).setListener(this);
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+ }
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+ }.start(0);
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+ }
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+
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+ {
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+ TextureAtlas atlas = new TextureAtlas(Gdx.files.internal("goblins/goblins-ffd.atlas"));
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+ SkeletonJson json = new SkeletonJson(atlas);
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+ SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("goblins/goblins-ffd.json"));
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+ goblin = new Skeleton(skeletonData);
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+ goblin.setSkin("goblin");
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+ goblin.setSlotsToSetupPose();
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+
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+ goblinState = new AnimationState(new AnimationStateData(skeletonData));
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+ goblinState.setAnimation(0, "walk", true);
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+
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+ // Instead of a right shoulder, spineboy will have a goblin!
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+ SkeletonAttachment skeletonAttachment = new SkeletonAttachment("goblin");
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+ skeletonAttachment.setSkeleton(goblin);
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+ spineboy.findSlot("right shoulder").setAttachment(skeletonAttachment);
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+ }
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+ }
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+
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+ public void render () {
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+ spineboyState.update(Gdx.graphics.getDeltaTime());
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+ spineboyState.apply(spineboy);
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+ spineboy.updateWorldTransform();
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+
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+ goblinState.update(Gdx.graphics.getDeltaTime());
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+ goblinState.apply(goblin);
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+ goblin.updateWorldTransform();
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+
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+ Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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+
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+ camera.update();
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+ batch.getProjectionMatrix().set(camera.combined);
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+ batch.begin();
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+ renderer.draw(batch, spineboy);
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+ batch.end();
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+ }
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+
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+ public void resize (int width, int height) {
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+ camera.setToOrtho(false);
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+ }
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+
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+ public static void main (String[] args) throws Exception {
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+ new LwjglApplication(new SkeletonAttachmentTest());
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+ }
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+}
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