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+/******************************************************************************
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+ * Spine Runtimes Software License
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+ * Version 2.1
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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 (typically granted by licensing Spine), you
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+ * may not (a) modify, translate, adapt or otherwise create derivative works,
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+ * improvements of the Software or develop new applications using the Software
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+ * or (b) remove, delete, alter or obscure any trademarks or any copyright,
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+ * trademark, patent or other intellectual property or proprietary rights
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+ * notices on or in the Software, including any copy thereof. Redistributions
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+ * in binary or source form must include this license and terms.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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+ * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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+ * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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+ * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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+ * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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+ * 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.PolygonSpriteBatch;
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+import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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+
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+public class SimpleTest3 extends ApplicationAdapter {
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+ OrthographicCamera camera;
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+ PolygonSpriteBatch 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 PolygonSpriteBatch(); // Required to render meshes. SpriteBatch can't render meshes.
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+ renderer = new SkeletonRenderer();
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+ renderer.setPremultipliedAlpha(true);
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+ debugRenderer = new SkeletonRendererDebug();
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+ debugRenderer.setMeshTriangles(false);
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+ debugRenderer.setRegionAttachments(false);
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+ debugRenderer.setMeshHull(false);
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+
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+ atlas = new TextureAtlas(Gdx.files.internal("raptor/raptor.atlas"));
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+ SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless.
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+ json.setScale(0.5f); // Load the skeleton at 50% the size it was in Spine.
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+ SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("raptor/raptor.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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+
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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(0.6f); // Slow all animations down to 60% speed.
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+
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+ // Queue animations on tracks 0 and 1.
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+ state.setAnimation(0, "walk", true);
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+ state.setAnimation(1, "empty", false);
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+ state.addAnimation(1, "gungrab", false, 2); // Keys in higher tracks override the pose from lower tracks.
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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 SimpleTest3());
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+ }
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+}
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