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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-10 09:08:42 +08:00
Added Camera, SkeletonBounds, comments.
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@ -34,40 +34,53 @@
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package com.esotericsoftware.spine;
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import com.esotericsoftware.spine.AnimationState.AnimationStateListener;
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import com.esotericsoftware.spine.attachments.BoundingBoxAttachment;
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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.InputAdapter;
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import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.GL10;
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import com.badlogic.gdx.graphics.OrthographicCamera;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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import com.badlogic.gdx.math.Vector3;
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public class AnimationStateTest extends ApplicationAdapter {
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OrthographicCamera camera;
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SpriteBatch batch;
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SkeletonRenderer renderer;
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SkeletonRendererDebug debugRenderer;
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TextureAtlas atlas;
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Skeleton skeleton;
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SkeletonBounds bounds;
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AnimationState state;
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public void create () {
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camera = new OrthographicCamera();
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batch = new SpriteBatch();
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renderer = new SkeletonRenderer();
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debugRenderer = new SkeletonRendererDebug();
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atlas = new TextureAtlas(Gdx.files.internal("spineboy.atlas"));
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SkeletonJson json = new SkeletonJson(atlas);
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SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy.json"));
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SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data.
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SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy.json")); // SkeletonData is stateless.
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// Define mixing between animations.
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AnimationStateData stateData = new AnimationStateData(skeletonData);
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skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
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skeleton.setX(250);
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skeleton.setY(20);
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skeleton.updateWorldTransform();
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bounds = new SkeletonBounds(); // Convenience class to do hit detection with bounding boxes.
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AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations.
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stateData.setMix("walk", "jump", 0.2f);
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stateData.setMix("jump", "walk", 0.4f);
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stateData.setMix("jump", "jump", 0.2f);
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state = new AnimationState(stateData);
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state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
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state.addListener(new AnimationStateListener() {
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public void event (int trackIndex, Event event) {
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System.out.println(trackIndex + " event: " + state.getCurrent(trackIndex) + ", " + event.getData().getName());
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@ -87,23 +100,30 @@ public class AnimationStateTest extends ApplicationAdapter {
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});
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state.setAnimation(0, "drawOrder", true);
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skeleton = new Skeleton(skeletonData);
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skeleton.setX(250);
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skeleton.setY(20);
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skeleton.updateWorldTransform();
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Gdx.input.setInputProcessor(new InputAdapter() {
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final Vector3 point = new Vector3();
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public boolean touchDown (int screenX, int screenY, int pointer, int button) {
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keyDown(0);
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camera.unproject(point.set(screenX, screenY, 0)); // Convert window to world coordinates.
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bounds.update(skeleton, true); // Update SkeletonBounds with current skeleton bounding box positions.
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if (bounds.aabbContainsPoint(point.x, point.y)) { // Check if inside AABB first. This check is fast.
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BoundingBoxAttachment hit = bounds.containsPoint(point.x, point.y); // Check if inside a bounding box.
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if (hit != null) {
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System.out.println("hit: " + hit);
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skeleton.findSlot("head").getColor().set(Color.RED); // Turn head red until touchUp.
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}
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}
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return true;
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}
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public boolean touchUp (int screenX, int screenY, int pointer, int button) {
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skeleton.findSlot("head").getColor().set(Color.WHITE);
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return true;
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}
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public boolean keyDown (int keycode) {
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// state.setAnimation(1, "jump", false);
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// state.addAnimation(1, (Animation)null, true, 0);
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state.setAnimation(0, "jump", false);
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state.addAnimation(0, "walk", true, 0);
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state.setAnimation(0, "jump", false); // Set animation on track 0 to jump.
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state.addAnimation(0, "walk", true, 0); // Queue walk to play after jump.
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return true;
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}
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});
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@ -114,19 +134,23 @@ public class AnimationStateTest extends ApplicationAdapter {
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Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
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state.apply(skeleton);
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skeleton.updateWorldTransform();
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state.apply(skeleton); // Poses skeleton using current animations. This sets the bone's local SRT.
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skeleton.updateWorldTransform(); // Uses the bone's local SRT to set their world SRT.
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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().getProjectionMatrix().set(camera.combined);
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batch.begin();
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renderer.draw(batch, skeleton);
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renderer.draw(batch, skeleton); // Draw the skeleton images.
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batch.end();
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debugRenderer.draw(skeleton);
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debugRenderer.draw(skeleton); // Draw debug lines.
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}
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public void resize (int width, int height) {
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batch.getProjectionMatrix().setToOrtho2D(0, 0, width, height);
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debugRenderer.getShapeRenderer().setProjectionMatrix(batch.getProjectionMatrix());
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camera.setToOrtho(false); // Update camera with new size.
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}
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public void dispose () {
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