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+/******************************************************************************
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+ * Spine Runtimes License Agreement
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+ * Last updated May 1, 2019. Replaces all prior versions.
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+ *
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+ * Copyright (c) 2013-2019, Esoteric Software LLC
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+ *
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+ * Integration of the Spine Runtimes into software or otherwise creating
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+ * derivative works of the Spine Runtimes is permitted under the terms and
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+ * conditions of Section 2 of the Spine Editor License Agreement:
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+ * http://esotericsoftware.com/spine-editor-license
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+ *
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+ * Otherwise, it is permitted to integrate the Spine Runtimes into software
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+ * or otherwise create derivative works of the Spine Runtimes (collectively,
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+ * "Products"), provided that each user of the Products must obtain their own
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+ * Spine Editor license and redistribution of the Products in any form must
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+ * include this license and copyright notice.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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+ * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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+ * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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+ * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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+ * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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+ * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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+ * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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+ * 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.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.TextureAtlas;
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+import com.esotericsoftware.spine.utils.TwoColorPolygonBatch;
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+
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+public class SimpleTest4 extends ApplicationAdapter {
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+ OrthographicCamera camera;
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+ TwoColorPolygonBatch batch;
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+ SkeletonRenderer renderer;
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+ SkeletonRendererDebug debugRenderer;
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+
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+ TextureAtlas atlas;
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+ Skeleton skeleton;
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+ AnimationState state;
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+
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+ public void create () {
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+ camera = new OrthographicCamera();
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+ batch = new TwoColorPolygonBatch();
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+ renderer = new SkeletonRenderer();
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+ renderer.setPremultipliedAlpha(true); // PMA results in correct blending without outlines.
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+ debugRenderer = new SkeletonRendererDebug();
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+ debugRenderer.setBoundingBoxes(false);
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+ debugRenderer.setRegionAttachments(false);
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+
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+ atlas = new TextureAtlas(Gdx.files.internal("goblins/goblins-pma.atlas"));
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+ SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless.
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+ json.setScale(0.6f); // Load the skeleton at 60% the size it was in Spine.
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+ SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("goblins/goblins-pro.json"));
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+
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+ skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
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+ skeleton.setPosition(250, 20);
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+
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+ AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations.
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+// stateData.setMix("run", "jump", 0.2f);
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+// stateData.setMix("jump", "run", 0.2f);
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+
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+ state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
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+ state.setTimeScale(0.5f); // Slow all animations down to 50% speed.
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+
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+ // Queue animations on track 0.
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+ state.setAnimation(0, "walk", true);
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+// state.addAnimation(0, "jump", false, 2); // Jump after 2 seconds.
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+// state.addAnimation(0, "run", true, 0); // Run after the jump.
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+
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+ Skin skin = new Skin("test");
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+ skin.copySkin(skeletonData.findSkin("goblingirl"));
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+ skeleton.setSkin(skin);
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+ skeleton.setSlotsToSetupPose();
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+ }
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+
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+ public void render () {
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+ state.update(Gdx.graphics.getDeltaTime()); // Update the animation time.
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+
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+ Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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+
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+ state.apply(skeleton); // Poses skeleton using current animations. This sets the bones' local SRT.
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+ skeleton.updateWorldTransform(); // Uses the bones' local SRT to compute their world SRT.
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+
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+ // Configure the camera, SpriteBatch, and SkeletonRendererDebug.
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+ camera.update();
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+ batch.getProjectionMatrix().set(camera.combined);
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+ debugRenderer.getShapeRenderer().setProjectionMatrix(camera.combined);
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+
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+ batch.begin();
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+ renderer.draw(batch, skeleton); // Draw the skeleton images.
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+ batch.end();
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+
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+ debugRenderer.draw(skeleton); // Draw debug lines.
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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); // Update camera with new size.
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+ }
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+
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+ public void dispose () {
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+ atlas.dispose();
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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 SimpleTest4());
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+ }
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+}
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