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- /******************************************************************************
- * 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.
- *****************************************************************************/
- package com.esotericsoftware.spine;
- import com.badlogic.gdx.ApplicationAdapter;
- import com.badlogic.gdx.Gdx;
- import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
- import com.badlogic.gdx.graphics.GL20;
- import com.badlogic.gdx.graphics.OrthographicCamera;
- import com.badlogic.gdx.graphics.g2d.TextureAtlas;
- import com.esotericsoftware.spine.utils.TwoColorPolygonBatch;
- public class SimpleTest1 extends ApplicationAdapter {
- OrthographicCamera camera;
- TwoColorPolygonBatch batch;
- SkeletonRenderer renderer;
- SkeletonRendererDebug debugRenderer;
- TextureAtlas atlas;
- Skeleton skeleton;
- AnimationState state;
- public void create () {
- camera = new OrthographicCamera();
- batch = new TwoColorPolygonBatch();
- renderer = new SkeletonRenderer();
- renderer.setPremultipliedAlpha(true); // PMA results in correct blending without outlines.
- debugRenderer = new SkeletonRendererDebug();
- debugRenderer.setBoundingBoxes(false);
- debugRenderer.setRegionAttachments(false);
- atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy-pma.atlas"));
- SkeletonBinary json = new SkeletonBinary(atlas); // This loads skeleton JSON data, which is stateless.
- json.setScale(0.6f); // Load the skeleton at 60% the size it was in Spine.
- SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy-pro.skel"));
- skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
- skeleton.setPosition(250, 20);
- AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations.
- stateData.setMix("run", "jump", 0.2f);
- stateData.setMix("jump", "run", 0.2f);
- state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
- state.setTimeScale(0.5f); // Slow all animations down to 50% speed.
- // Queue animations on track 0.
- state.setAnimation(0, "run", true);
- state.addAnimation(0, "jump", false, 2); // Jump after 2 seconds.
- state.addAnimation(0, "run", true, 0); // Run after the jump.
- }
- public void render () {
- state.update(Gdx.graphics.getDeltaTime()); // Update the animation time.
- Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
- state.apply(skeleton); // Poses skeleton using current animations. This sets the bones' local SRT.
- skeleton.updateWorldTransform(); // Uses the bones' local SRT to compute their world SRT.
- // Configure the camera, SpriteBatch, and SkeletonRendererDebug.
- camera.update();
- batch.getProjectionMatrix().set(camera.combined);
- debugRenderer.getShapeRenderer().setProjectionMatrix(camera.combined);
- batch.begin();
- renderer.draw(batch, skeleton); // Draw the skeleton images.
- batch.end();
- debugRenderer.draw(skeleton); // Draw debug lines.
- }
- public void resize (int width, int height) {
- camera.setToOrtho(false); // Update camera with new size.
- }
- public void dispose () {
- atlas.dispose();
- }
- public static void main (String[] args) throws Exception {
- new LwjglApplication(new SimpleTest1());
- }
- }
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