This commit is contained in:
badlogic 2020-12-03 14:37:44 +01:00
commit 3afc07aa40
2 changed files with 347 additions and 159 deletions

View File

@ -0,0 +1,130 @@
/******************************************************************************
* 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.assets.AssetManager;
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.PolygonSpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.esotericsoftware.spine.utils.SkeletonDataLoader;
import com.esotericsoftware.spine.utils.SkeletonDataLoader.SkeletonDataParameter;
/** Like {@link SimpleTest1}, but using {@link AssetManager} to load the atlas and skeleton data. */
public class SkeletonAssetManagerTest extends ApplicationAdapter {
OrthographicCamera camera;
PolygonSpriteBatch batch;
SkeletonRenderer renderer;
SkeletonRendererDebug debugRenderer;
AssetManager assetManager;
TextureAtlas atlas;
Skeleton skeleton;
AnimationState state;
public void create () {
camera = new OrthographicCamera();
batch = new PolygonSpriteBatch();
renderer = new SkeletonRenderer();
renderer.setPremultipliedAlpha(true); // PMA results in correct blending without outlines.
debugRenderer = new SkeletonRendererDebug();
debugRenderer.setBoundingBoxes(false);
debugRenderer.setRegionAttachments(false);
assetManager = new AssetManager();
assetManager.setLoader(SkeletonData.class, new SkeletonDataLoader(assetManager.getFileHandleResolver()));
float scale = 0.6f;
assetManager.load("spineboy/spineboy-pro.json", SkeletonData.class,
new SkeletonDataParameter("spineboy/spineboy-pma.atlas", scale));
}
public void render () {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
if (skeleton == null) {
// Not loaded yet.
assetManager.update();
// System.out.println(assetManager.getDiagnostics());
if (!assetManager.isFinished()) return;
// Assets are ready, set things up using them.
SkeletonData skeletonData = assetManager.get("spineboy/spineboy-pro.json");
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.
}
state.update(Gdx.graphics.getDeltaTime()); // Update the animation time.
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 () {
assetManager.dispose();
}
public static void main (String[] args) throws Exception {
new LwjglApplication(new SkeletonAssetManagerTest());
}
}