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-/******************************************************************************
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- * Spine Runtimes License Agreement
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- * Last updated September 24, 2021. Replaces all prior versions.
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- *
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- * Copyright (c) 2013-2021, 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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- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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- * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC 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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- * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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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- * THE SPINE RUNTIMES, 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.lwjgl3.Lwjgl3Application;
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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.badlogic.gdx.utils.ScreenUtils;
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-
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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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-
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- SkeletonJson loader = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless.
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- // SkeletonLoader loader = new SkeletonBinary(atlas); // Or use SkeletonBinary to load binary data.
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- loader.setScale(1.3f); // Load the skeleton at 130% the size it was in Spine.
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- SkeletonData skeletonData = loader.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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-
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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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-
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- // Create an empty skin and copy the goblingirl skin into it.
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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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- ScreenUtils.clear(0, 0, 0, 0);
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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 Lwjgl3Application(new SimpleTest4());
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- }
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-}
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