Added Camera, SkeletonBounds, comments.

This commit is contained in:
NathanSweet 2013-10-29 20:06:24 +01:00
parent 6b20ba4e97
commit 34080ecf59

View File

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