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Merge branch '4.0-beta' of https://github.com/esotericsoftware/spine-runtimes into 4.0-beta
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package com.esotericsoftware.spine;
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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.assets.AssetManager;
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import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.OrthographicCamera;
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import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
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import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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import com.esotericsoftware.spine.utils.SkeletonDataLoader;
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import com.esotericsoftware.spine.utils.SkeletonDataLoader.SkeletonDataParameter;
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/** Like {@link SimpleTest1}, but using {@link AssetManager} to load the atlas and skeleton data. */
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public class SkeletonAssetManagerTest extends ApplicationAdapter {
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OrthographicCamera camera;
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PolygonSpriteBatch batch;
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SkeletonRenderer renderer;
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SkeletonRendererDebug debugRenderer;
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AssetManager assetManager;
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TextureAtlas atlas;
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Skeleton skeleton;
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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 PolygonSpriteBatch();
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renderer = new SkeletonRenderer();
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renderer.setPremultipliedAlpha(true); // PMA results in correct blending without outlines.
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debugRenderer = new SkeletonRendererDebug();
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debugRenderer.setBoundingBoxes(false);
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debugRenderer.setRegionAttachments(false);
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assetManager = new AssetManager();
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assetManager.setLoader(SkeletonData.class, new SkeletonDataLoader(assetManager.getFileHandleResolver()));
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float scale = 0.6f;
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assetManager.load("spineboy/spineboy-pro.json", SkeletonData.class,
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new SkeletonDataParameter("spineboy/spineboy-pma.atlas", scale));
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}
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public void render () {
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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if (skeleton == null) {
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// Not loaded yet.
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assetManager.update();
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// System.out.println(assetManager.getDiagnostics());
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if (!assetManager.isFinished()) return;
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// Assets are ready, set things up using them.
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SkeletonData skeletonData = assetManager.get("spineboy/spineboy-pro.json");
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skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
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skeleton.setPosition(250, 20);
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AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between
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// animations.
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stateData.setMix("run", "jump", 0.2f);
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stateData.setMix("jump", "run", 0.2f);
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state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
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state.setTimeScale(0.5f); // Slow all animations down to 50% speed.
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// Queue animations on track 0.
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state.setAnimation(0, "run", true);
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state.addAnimation(0, "jump", false, 2); // Jump after 2 seconds.
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state.addAnimation(0, "run", true, 0); // Run after the jump.
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}
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state.update(Gdx.graphics.getDeltaTime()); // Update the animation time.
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state.apply(skeleton); // Poses skeleton using current animations. This sets the bones' local SRT.
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skeleton.updateWorldTransform(); // Uses the bones' local SRT to compute 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().setProjectionMatrix(camera.combined);
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batch.begin();
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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); // Draw debug lines.
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}
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public void resize (int width, int height) {
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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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assetManager.dispose();
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}
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public static void main (String[] args) throws Exception {
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new LwjglApplication(new SkeletonAssetManagerTest());
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}
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}
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