Updated MonoGame example

This commit is contained in:
badlogic 2017-07-12 11:58:36 +02:00
parent dfb8861de4
commit c11309893f

View File

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