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- /******************************************************************************
- * Spine Runtimes Software License v2.5
- *
- * Copyright (c) 2013-2016, Esoteric Software
- * All rights reserved.
- *
- * You are granted a perpetual, non-exclusive, non-sublicensable, and
- * non-transferable license to use, install, execute, and perform the Spine
- * Runtimes software and derivative works solely for personal or internal
- * use. Without the written permission of Esoteric Software (see Section 2 of
- * the Spine Software License Agreement), you may not (a) modify, translate,
- * adapt, or develop new applications using the Spine Runtimes or otherwise
- * create derivative works or improvements of the Spine Runtimes or (b) remove,
- * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
- * or other intellectual property or proprietary rights notices on or in the
- * Software, including any copy thereof. Redistributions in binary or source
- * form must include this license and terms.
- *
- * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
- * POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- using System;
- using System.IO;
- using System.Collections.Generic;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Audio;
- using Microsoft.Xna.Framework.Content;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using Microsoft.Xna.Framework.Media;
- using Spine;
- namespace Spine {
- public class Example : Microsoft.Xna.Framework.Game {
- GraphicsDeviceManager graphics;
- SkeletonMeshRenderer skeletonRenderer;
- Skeleton skeleton;
- Slot headSlot;
- AnimationState state;
- SkeletonBounds bounds = new SkeletonBounds();
- private string assetsFolder = "data/";
- public Example () {
- IsMouseVisible = true;
- graphics = new GraphicsDeviceManager(this);
- graphics.IsFullScreen = false;
- graphics.PreferredBackBufferWidth = 800;
- graphics.PreferredBackBufferHeight = 600;
- }
- protected override void Initialize () {
- // TODO: Add your initialization logic here
- base.Initialize();
- }
- protected override void LoadContent () {
- skeletonRenderer = new SkeletonMeshRenderer(GraphicsDevice);
- skeletonRenderer.PremultipliedAlpha = true;
- // String name = "spineboy";
- // String name = "goblins-mesh";
- // String name = "raptor";
- String name = "tank";
- // String name = "star";
- bool binaryData = true;
- Atlas atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice));
- float scale = 1;
- if (name == "spineboy") scale = 0.6f;
- if (name == "raptor") scale = 0.5f;
- if (name == "tank") scale = 0.3f;
- SkeletonData skeletonData;
- if (binaryData) {
- SkeletonBinary binary = new SkeletonBinary(atlas);
- binary.Scale = scale;
- skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
- } else {
- SkeletonJson json = new SkeletonJson(atlas);
- json.Scale = scale;
- skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
- }
- skeleton = new Skeleton(skeletonData);
- if (name == "goblins-mesh") skeleton.SetSkin("goblin");
- // Define mixing between animations.
- AnimationStateData stateData = new AnimationStateData(skeleton.Data);
- state = new AnimationState(stateData);
- if (name == "spineboy") {
- stateData.SetMix("run", "jump", 0.2f);
- stateData.SetMix("jump", "run", 0.4f);
- // Event handling for all animations.
- state.Start += Start;
- state.End += End;
- state.Complete += Complete;
- state.Event += Event;
- state.SetAnimation(0, "test", false);
- TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
- entry.End += End; // Event handling for queued animations.
- state.AddAnimation(0, "run", true, 0);
- }
- else if (name == "raptor") {
- state.SetAnimation(0, "walk", true);
- state.AddAnimation(1, "gungrab", false, 2);
- }
- else if (name == "star") {
- // no animation in star
- }
- else if (name == "tank") {
- state.SetAnimation(0, "drive", true);
- } else {
- state.SetAnimation(0, "walk", true);
- }
- skeleton.X = 400 + (name == "tank" ? 300: 0);
- skeleton.Y = 580;
- skeleton.UpdateWorldTransform();
- headSlot = skeleton.FindSlot("head");
- }
- protected override void UnloadContent () {
- }
- protected override void Update (GameTime gameTime) {
- base.Update(gameTime);
- }
- protected override void Draw (GameTime gameTime) {
- GraphicsDevice.Clear(Color.Black);
- state.Update(gameTime.ElapsedGameTime.Milliseconds / 1000f);
- state.Apply(skeleton);
- skeleton.UpdateWorldTransform();
- skeletonRenderer.Begin();
- skeletonRenderer.Draw(skeleton);
- skeletonRenderer.End();
- bounds.Update(skeleton, true);
- MouseState mouse = Mouse.GetState();
- if (headSlot != null) {
- headSlot.G = 1;
- headSlot.B = 1;
- if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) {
- BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
- if (hit != null) {
- headSlot.G = 0;
- headSlot.B = 0;
- }
- }
- }
- base.Draw(gameTime);
- }
- public void Start (TrackEntry entry) {
- Console.WriteLine(entry + ": start");
- }
- public void End (TrackEntry entry) {
- Console.WriteLine(entry + ": end");
- }
- public void Complete (TrackEntry entry) {
- Console.WriteLine(entry + ": complete ");
- }
- public void Event (TrackEntry entry, Event e) {
- Console.WriteLine(entry + ": event " + e);
- }
- }
- }
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