|
@@ -19,17 +19,7 @@ spine-libgdx works with data exported from Spine 4.1.xx.
|
|
spine-libgdx supports all Spine features and is the reference runtime implementation.
|
|
spine-libgdx supports all Spine features and is the reference runtime implementation.
|
|
|
|
|
|
## Setup
|
|
## Setup
|
|
-
|
|
|
|
-1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it as a zip via the download button above.
|
|
|
|
-1. Using Eclipse, import the project by choosing File -> Import -> Existing projects. For other IDEs you will need to create a new project and import the source.
|
|
|
|
-
|
|
|
|
-Alternatively, the contents of the `spine-libgdx/src` directory can be copied into your project.
|
|
|
|
-
|
|
|
|
-## Notes
|
|
|
|
-
|
|
|
|
-* The "test" source directory contains optional examples.
|
|
|
|
-* spine-libgdx depends on the gdx-backend-lwjgl project so the tests can easily be run on the desktop. If the tests are excluded, spine-libgdx only needs to depend on the gdx project.
|
|
|
|
-* spine-libgdx depends on the gdx-box2d extension project solely for the `Box2DExample` test.
|
|
|
|
|
|
+The simplest way to add `spine-libgdx` to your libGDX project is to copy the contents of the `spine-libgdx/src` folder to your project's source folder. However, this is not the recommended approach. Generally, you want to use `spine-libgdx` by depending on it via `Maven` or `Gradle`.
|
|
|
|
|
|
## Maven & Gradle
|
|
## Maven & Gradle
|
|
The spine-libgdx runtime is released to Maven Central through SonaType. We also deploy snapshot builds on every commit to the repository via [GitHub Actions](https://github.com/EsotericSoftware/spine-runtimes/actions).
|
|
The spine-libgdx runtime is released to Maven Central through SonaType. We also deploy snapshot builds on every commit to the repository via [GitHub Actions](https://github.com/EsotericSoftware/spine-runtimes/actions).
|
|
@@ -40,15 +30,16 @@ You can find the latest version for release builds [here](http://search.maven.or
|
|
|
|
|
|
You can find the latest SNAPSHOT version in the project's [pom.xml](spine-libgdx/pom.xml#L13).
|
|
You can find the latest SNAPSHOT version in the project's [pom.xml](spine-libgdx/pom.xml#L13).
|
|
|
|
|
|
-If you want to use a different branch, e.g. `4.1-beta`, build the artifact locally:
|
|
|
|
|
|
+You can also build and install `spine-libgdx` into your local Maven repository:
|
|
|
|
|
|
```
|
|
```
|
|
cd spine-libgdx/spine-libgdx
|
|
cd spine-libgdx/spine-libgdx
|
|
mvn install
|
|
mvn install
|
|
```
|
|
```
|
|
|
|
|
|
-The version number is composed of the editor number at the time of release of the Maven artifact plus a patch number at the end. E.g. `4.0.18.1` means editor version `4.0.18`, and patch version `1` for the runtime. The editor version is updated everytime a new editor release is performed, the patch version is updated everytime a new fix or enhancement is released in the runtime.
|
|
|
|
|
|
+Up until Spine 4.0, the version number is composed of the editor number at the time of release of the Maven artifact plus a patch number at the end. E.g. `4.0.18.1` means editor version `4.0.18`, and patch version `1` for the runtime. The editor version is updated everytime a new editor release is performed, the patch version is updated everytime a new fix or enhancement is released in the runtime.
|
|
|
|
|
|
|
|
+Starting from Spine 4.1, the version number is composed of the corresponding editor `major.minor` version, and runtime update version for the runtime. E.g. `4.1.10` means editor version 4.1, runtime update version 10. All runtime versions are compatible with the exports from the correspongind `major.minor` editor version.
|
|
|
|
|
|
### Maven
|
|
### Maven
|
|
To add the spine-libgdx runtime to your Maven project, add this dependency:
|
|
To add the spine-libgdx runtime to your Maven project, add this dependency:
|
|
@@ -88,11 +79,7 @@ project(":core") {
|
|
}
|
|
}
|
|
```
|
|
```
|
|
|
|
|
|
-## Examples
|
|
|
|
|
|
+## Running the examples
|
|
|
|
+Clone this repository and load the `spine-libgdx/build.gradle` file with IntelliJ IDEA or Eclipse. Alterantively, you can run `./gradlew eclipse` on the command line to generate Eclipse projects without having to use the Gradle build.
|
|
|
|
|
|
-* [HTML5 example](http://esotericsoftware.com/files/runtimes/spine-libgdx/raptor/)
|
|
|
|
-* [Super Spineboy](https://github.com/EsotericSoftware/spine-superspineboy) Full game example done with Spine Essential, includes source code.
|
|
|
|
-* [Simple example 1](spine-libgdx-tests/src/com/esotericsoftware/spine/SimpleTest1.java) Simplest possible example, fully commented.
|
|
|
|
-* [Simple example 2](spine-libgdx-tests/src/com/esotericsoftware/spine/SimpleTest2.java) Shows events and bounding box hit detection.
|
|
|
|
-* [Simple example 3](spine-libgdx-tests/src/com/esotericsoftware/spine/SimpleTest3.java) Shows mesh rendering and IK using the raptor example.
|
|
|
|
-* [More examples](spine-libgdx-tests/src/com/esotericsoftware/spine/)
|
|
|
|
|
|
+The `spine-libgdx-tests` project has various examples you can inspect and run.
|