/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
namespace Spine {
public abstract class Screen {
protected Example game;
protected SkeletonRenderer skeletonRenderer;
private MouseState lastMouseState;
protected Boolean mouseClicked = false;
public Screen (Example game) {
this.game = game;
skeletonRenderer = new SkeletonRenderer(game.GraphicsDevice);
skeletonRenderer.PremultipliedAlpha = false;
}
public void UpdateInput () {
MouseState state = Mouse.GetState();
mouseClicked = lastMouseState.LeftButton == ButtonState.Pressed && state.LeftButton == ButtonState.Released;
lastMouseState = state;
}
public abstract void Render (float deltaTime);
}
///
/// The raptor screen shows basic loading and rendering of a Spine skeleton.
///
internal class RaptorScreen : Screen {
Atlas atlas;
Skeleton skeleton;
AnimationState state;
public RaptorScreen (Example game) : base(game) {
// Load the texture atlas
atlas = new Atlas("data/raptor.atlas", new XnaTextureLoader(game.GraphicsDevice));
// Load the .json file using a scale of 0.5
SkeletonJson json = new SkeletonJson(atlas);
json.Scale = 0.5f;
SkeletonData skeletonData = json.ReadSkeletonData("data/raptor-pro.json");
// Create the skeleton and animation state
skeleton = new Skeleton(skeletonData);
AnimationStateData stateData = new AnimationStateData(skeleton.Data);
state = new AnimationState(stateData);
// Center within the viewport
skeleton.X = game.GraphicsDevice.Viewport.Width / 2;
skeleton.Y = game.GraphicsDevice.Viewport.Height;
// Set the "walk" animation on track one and let it loop forever
state.SetAnimation(0, "walk", true);
}
public override void Render (float deltaTime) {
// Update the animation state and apply the animations
// to the skeleton
state.Update(deltaTime);
state.Apply(skeleton);
// Update the transformations of bones and other parts of the skeleton
skeleton.UpdateWorldTransform();
// Clear the screen and setup the projection matrix of the skeleton renderer
game.GraphicsDevice.Clear(Color.Black);
((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height, 0, 1, 0);
// Draw the skeletons
skeletonRenderer.Begin();
skeletonRenderer.Draw(skeleton);
skeletonRenderer.End();
// Check if the mouse button was clicked and switch scene
if (mouseClicked) game.currentScreen = new TankScreen(game);
}
}
///
/// The tank screen shows how to enable two color tinting.
///
internal class TankScreen : Screen {
Atlas atlas;
Skeleton skeleton;
AnimationState state;
public TankScreen (Example game) : base(game) {
// Instantiate and configure the two color tinting effect and
// assign it to the skeleton renderer
var twoColorTintEffect = game.Content.Load("Content\\SpineEffect");
twoColorTintEffect.Parameters["World"].SetValue(Matrix.Identity);
twoColorTintEffect.Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up));
skeletonRenderer.Effect = twoColorTintEffect;
// The remaining code loads the atlas and skeleton data as in the raptor screen
atlas = new Atlas("data/tank.atlas", new XnaTextureLoader(game.GraphicsDevice));
SkeletonJson json = new SkeletonJson(atlas);
json.Scale = 0.25f;
SkeletonData skeletonData = json.ReadSkeletonData("data/tank-pro.json");
skeleton = new Skeleton(skeletonData);
AnimationStateData stateData = new AnimationStateData(skeleton.Data);
state = new AnimationState(stateData);
skeleton.X = game.GraphicsDevice.Viewport.Width / 2 + 200;
skeleton.Y = game.GraphicsDevice.Viewport.Height;
state.SetAnimation(0, "shoot", true);
}
public override void Render (float deltaTime) {
state.Update(deltaTime);
state.Apply(skeleton);
skeleton.UpdateWorldTransform();
// Clear the screen and setup the projection matrix of the custom effect through the
// "Projection" parameter.
game.GraphicsDevice.Clear(Color.Black);
skeletonRenderer.Effect.Parameters["Projection"].SetValue(Matrix.CreateOrthographicOffCenter(0, game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height, 0, 1, 0));
skeletonRenderer.Begin();
skeletonRenderer.Draw(skeleton);
skeletonRenderer.End();
if (mouseClicked) game.currentScreen = new SpineboyScreen(game);
}
}
///
/// The Spineboy screen shows how to queue up multiple animations via animation state,
/// set the default mix time to smoothly transition between animations, and load a
/// skeleton from a binary .skel file.
///
internal class SpineboyScreen : Screen {
Atlas atlas;
Skeleton skeleton;
AnimationState state;
public SpineboyScreen (Example game) : base(game) {
atlas = new Atlas("data/spineboy.atlas", new XnaTextureLoader(game.GraphicsDevice));
SkeletonBinary binary = new SkeletonBinary(atlas);
binary.Scale = 0.5f;
SkeletonData skeletonData = binary.ReadSkeletonData("data/spineboy-pro.skel");
skeleton = new Skeleton(skeletonData);
AnimationStateData stateData = new AnimationStateData(skeleton.Data);
state = new AnimationState(stateData);
skeleton.X = game.GraphicsDevice.Viewport.Width / 2;
skeleton.Y = game.GraphicsDevice.Viewport.Height;
// We want 0.2 seconds of mixing time when transitioning from
// any animation to any other animation.
stateData.DefaultMix = 0.2f;
// Set the "walk" animation on track one and let it loop forever
state.SetAnimation(0, "walk", true);
// Queue another animation after 2 seconds to let Spineboy jump
state.AddAnimation(0, "jump", false, 2);
// After the jump is complete, let Spineboy walk
state.AddAnimation(0, "run", true, 0);
}
public override void Render (float deltaTime) {
state.Update(deltaTime);
state.Apply(skeleton);
skeleton.UpdateWorldTransform();
game.GraphicsDevice.Clear(Color.Black);
((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height, 0, 1, 0);
skeletonRenderer.Begin();
skeletonRenderer.Draw(skeleton);
skeletonRenderer.End();
if (mouseClicked) game.currentScreen = new MixAndMatchScreen(game);
}
}
///
/// The mix-and-match screen demonstrates how to create and apply a skin
/// composed of other skins. This method can be used to create customizable
/// avatar systems.
///
internal class MixAndMatchScreen : Screen {
Atlas atlas;
Skeleton skeleton;
AnimationState state;
public MixAndMatchScreen (Example game) : base(game) {
atlas = new Atlas("data/mix-and-match.atlas", new XnaTextureLoader(game.GraphicsDevice));
SkeletonJson json = new SkeletonJson(atlas);
json.Scale = 0.5f;
SkeletonData skeletonData = json.ReadSkeletonData("data/mix-and-match-pro.json");
skeleton = new Skeleton(skeletonData);
AnimationStateData stateData = new AnimationStateData(skeleton.Data);
state = new AnimationState(stateData);
skeleton.X = game.GraphicsDevice.Viewport.Width / 2;
skeleton.Y = game.GraphicsDevice.Viewport.Height;
state.SetAnimation(0, "dance", true);
// Create a new skin, by mixing and matching other skins
// that fit together. Items making up the girl are individual
// skins. Using the skin API, a new skin is created which is
// a combination of all these individual item skins.
var mixAndMatchSkin = new Spine.Skin("custom-girl");
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("skin-base"));
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("nose/short"));
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("eyelids/girly"));
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("eyes/violet"));
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("hair/brown"));
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("clothes/hoodie-orange"));
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("legs/pants-jeans"));
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("accessories/bag"));
mixAndMatchSkin.AddSkin(skeletonData.FindSkin("accessories/hat-red-yellow"));
skeleton.SetSkin(mixAndMatchSkin);
}
public override void Render (float deltaTime) {
state.Update(deltaTime);
state.Apply(skeleton);
skeleton.UpdateWorldTransform();
game.GraphicsDevice.Clear(Color.Black);
((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height, 0, 1, 0);
skeletonRenderer.Begin();
skeletonRenderer.Draw(skeleton);
skeletonRenderer.End();
if (mouseClicked) game.currentScreen = new RaptorScreen(game);
}
}
public class Example : Microsoft.Xna.Framework.Game {
GraphicsDeviceManager graphics;
public Screen currentScreen;
public Example () {
IsMouseVisible = true;
graphics = new GraphicsDeviceManager(this);
graphics.IsFullScreen = false;
graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 600;
}
protected override void LoadContent () {
currentScreen = new MixAndMatchScreen(this);
}
protected override void Update (GameTime gameTime) {
currentScreen.UpdateInput();
}
protected override void Draw (GameTime gameTime) {
currentScreen.Render((float)(gameTime.ElapsedGameTime.TotalMilliseconds / 1000.0));
}
}
}