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https://github.com/EsotericSoftware/spine-runtimes.git
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Updated MonoGame example
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@ -29,15 +29,9 @@
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*****************************************************************************/
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using System;
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using System.IO;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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using Spine;
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namespace Spine {
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public class Example : Microsoft.Xna.Framework.Game {
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@ -50,7 +44,7 @@ namespace Spine {
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private string assetsFolder = "data/";
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public Example () {
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public Example() {
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IsMouseVisible = true;
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graphics = new GraphicsDeviceManager(this);
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@ -59,56 +53,51 @@ namespace Spine {
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graphics.PreferredBackBufferHeight = 600;
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}
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protected override void Initialize () {
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// TODO: Add your initialization logic here
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base.Initialize();
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}
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protected override void LoadContent() {
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// Two color tint effect, comment line 76 to disable
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// Two color tint effect, comment line 80 to disable
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var spineEffect = Content.Load<Effect>("Content\\SpineEffect");
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spineEffect.Parameters["World"].SetValue(Matrix.Identity);
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spineEffect.Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up));
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skeletonRenderer = new SkeletonRenderer(GraphicsDevice);
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skeletonRenderer.PremultipliedAlpha = true;
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skeletonRenderer.PremultipliedAlpha = false;
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skeletonRenderer.Effect = spineEffect;
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// String name = "spineboy";
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// String name = "goblins-mesh";
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// String name = "raptor";
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// String name = "tank";
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// String name = "coin";
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String name = "TwoColorTest";
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bool binaryData = true;
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// String name = "spineboy-ess";
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// String name = "goblins-pro";
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// String name = "raptor-pro";
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// String name = "tank-pro";
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String name = "coin-pro";
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String atlasName = name.Replace("-pro", "").Replace("-ess", "");
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bool binaryData = false;
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Atlas atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice));
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Atlas atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice));
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float scale = 1;
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if (name == "spineboy") scale = 0.6f;
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if (name == "raptor") scale = 0.5f;
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if (name == "tank") scale = 0.3f;
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if (name == "TwoColorTest") scale = 0.5f;
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if (name == "spineboy-ess") scale = 0.6f;
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if (name == "raptor-pro") scale = 0.5f;
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if (name == "tank-pro") scale = 0.3f;
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if (name == "coin-pro") scale = 1;
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SkeletonData skeletonData;
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if (binaryData) {
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SkeletonBinary binary = new SkeletonBinary(atlas);
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binary.Scale = scale;
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skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
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} else {
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}
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else {
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SkeletonJson json = new SkeletonJson(atlas);
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json.Scale = scale;
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skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
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}
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skeleton = new Skeleton(skeletonData);
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if (name == "goblins-mesh") skeleton.SetSkin("goblin");
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if (name == "goblins-pro") skeleton.SetSkin("goblin");
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// Define mixing between animations.
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AnimationStateData stateData = new AnimationStateData(skeleton.Data);
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state = new AnimationState(stateData);
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if (name == "spineboy") {
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if (name == "spineboy-ess") {
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stateData.SetMix("run", "jump", 0.2f);
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stateData.SetMix("jump", "run", 0.4f);
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@ -123,41 +112,36 @@ namespace Spine {
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entry.End += End; // Event handling for queued animations.
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state.AddAnimation(0, "run", true, 0);
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}
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else if (name == "raptor") {
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else if (name == "raptor-pro") {
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state.SetAnimation(0, "walk", true);
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state.AddAnimation(1, "gungrab", false, 2);
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}
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else if (name == "coin") {
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else if (name == "coin-pro") {
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state.SetAnimation(0, "rotate", true);
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}
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else if (name == "tank") {
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else if (name == "tank-pro") {
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state.SetAnimation(0, "drive", true);
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}
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else if (name == "TwoColorTest") {
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state.SetAnimation(0, "animation", true);
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} else {
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else {
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state.SetAnimation(0, "walk", true);
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}
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skeleton.X = 400 + (name == "tank" ? 300: 0);
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skeleton.Y = 580 + (name == "TwoColorTest" ? -300 : 0);
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skeleton.X = 400 + (name == "tank-pro" ? 300 : 0);
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skeleton.Y = GraphicsDevice.Viewport.Height;
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skeleton.UpdateWorldTransform();
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headSlot = skeleton.FindSlot("head");
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}
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protected override void UnloadContent () {
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}
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protected override void Update (GameTime gameTime) {
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protected override void Update(GameTime gameTime) {
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base.Update(gameTime);
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}
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protected override void Draw (GameTime gameTime) {
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protected override void Draw(GameTime gameTime) {
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GraphicsDevice.Clear(Color.Black);
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state.Update(gameTime.ElapsedGameTime.Milliseconds / 1000f);
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state.Apply(skeleton);
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state.Apply(skeleton);
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skeleton.UpdateWorldTransform();
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if (skeletonRenderer.Effect is BasicEffect) {
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((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0);
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@ -186,19 +170,19 @@ namespace Spine {
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base.Draw(gameTime);
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}
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public void Start (TrackEntry entry) {
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public void Start(TrackEntry entry) {
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Console.WriteLine(entry + ": start");
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}
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public void End (TrackEntry entry) {
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public void End(TrackEntry entry) {
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Console.WriteLine(entry + ": end");
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}
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public void Complete (TrackEntry entry) {
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public void Complete(TrackEntry entry) {
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Console.WriteLine(entry + ": complete ");
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}
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public void Event (TrackEntry entry, Event e) {
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public void Event(TrackEntry entry, Event e) {
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Console.WriteLine(entry + ": event " + e);
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}
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}
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