mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
Improved examples.
This commit is contained in:
parent
03020e0ff4
commit
d8eac649ba
@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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<actionScriptProperties analytics="false" mainApplicationPath="Main.as" projectUUID="98e371df-ee9f-4aef-8e4b-fdb975214a26" version="11">
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<compiler additionalCompilerArguments="-locale en_US" advancedTelemetry="false" autoRSLOrdering="true" copyDependentFiles="true" fteInMXComponents="false" generateAccessible="false" htmlExpressInstall="true" htmlGenerate="true" htmlHistoryManagement="true" htmlPlayerVersionCheck="true" includeNetmonSwc="false" outputFolderPath="bin-debug" removeUnusedRSL="true" sourceFolderPath="src" strict="true" targetPlayerVersion="0.0.0" useApolloConfig="false" useDebugRSLSwfs="true" useFlashSDK="true" verifyDigests="true" warn="true">
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<actionScriptProperties analytics="false" mainApplicationPath="spine/Main.as" projectUUID="98e371df-ee9f-4aef-8e4b-fdb975214a26" version="10">
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<compiler additionalCompilerArguments="-locale en_US" autoRSLOrdering="true" copyDependentFiles="true" fteInMXComponents="false" generateAccessible="false" htmlExpressInstall="true" htmlGenerate="true" htmlHistoryManagement="true" htmlPlayerVersionCheck="true" includeNetmonSwc="false" outputFolderPath="bin-debug" removeUnusedRSL="true" sourceFolderPath="src" strict="true" targetPlayerVersion="0.0.0" useApolloConfig="false" useDebugRSLSwfs="true" verifyDigests="true" warn="true">
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<compilerSourcePath/>
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<libraryPath defaultLinkType="0">
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<libraryPathEntry kind="4" path="">
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@ -33,10 +33,9 @@
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<sourceAttachmentPath/>
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</compiler>
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<applications>
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<application path="Main.as"/>
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<application path="spine/Main.as"/>
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</applications>
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<modules/>
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<workers/>
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<buildCSSFiles/>
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<flashCatalyst validateFlashCatalystCompatibility="false"/>
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</actionScriptProperties>
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@ -28,20 +28,17 @@
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package {
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package spine {
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import flash.display.Sprite;
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import spine.Event;
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import spine.SkeletonData;
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import spine.SkeletonJson;
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import spine.animation.AnimationStateData;
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import spine.atlas.Atlas;
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import spine.attachments.AtlasAttachmentLoader;
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import spine.flash.FlashTextureLoader;
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import spine.flash.SkeletonAnimation;
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[SWF(width = "640", height = "480", frameRate = "60", backgroundColor = "#dddddd")]
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[SWF(width = "800", height = "600", frameRate = "60", backgroundColor = "#dddddd")]
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public class Main extends Sprite {
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[Embed(source = "spineboy.atlas", mimeType = "application/octet-stream")]
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static public const SpineboyAtlas:Class;
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@ -66,8 +63,8 @@ public class Main extends Sprite {
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stateData.setMixByName("jump", "jump", 0.2);
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skeleton = new SkeletonAnimation(skeletonData, stateData);
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skeleton.x = 320;
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skeleton.y = 420;
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skeleton.x = 400;
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skeleton.y = 560;
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skeleton.state.onStart.add(function (trackIndex:int) : void {
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trace(trackIndex + " start: " + skeleton.state.getCurrent(trackIndex));
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170
spine-libgdx/test/com/esotericsoftware/spine/IkTest.java
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170
spine-libgdx/test/com/esotericsoftware/spine/IkTest.java
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@ -0,0 +1,170 @@
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/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* 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.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.SpriteBatch;
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import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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import com.badlogic.gdx.math.Vector2;
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public class IkTest extends ApplicationAdapter {
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OrthographicCamera camera;
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SpriteBatch batch;
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SkeletonRenderer renderer;
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SkeletonRendererDebug debugRenderer;
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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 SpriteBatch();
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renderer = new SkeletonRenderer();
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renderer.setPremultipliedAlpha(true);
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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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atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy.atlas"));
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SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless.
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json.setScale(0.6f); // Load the skeleton at 60% the size it was in Spine.
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SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy.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 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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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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// skeleton.findBone("front_foot").parent = skeleton.findBone("hip");
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IkConstraintData data;
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data = new IkConstraintData("head");
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data.getBones().add(skeletonData.findBone("torso"));
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data.getBones().add(skeletonData.findBone("head"));
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data.target = skeletonData.findBone("front_foot");
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data.setBendDirection(-1);
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skeleton.getIkConstraints().add(new IkConstraint(data, skeleton));
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// data = new IkConstraintData("arm");
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// data.getBones().add(skeletonData.findBone("front_upper_arm"));
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// data.getBones().add(skeletonData.findBone("front_bracer"));
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// data.setTarget(skeletonData.findBone("front_foot"));
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// skeleton.getIkConstraints().add(new IkConstraint(data, skeleton));
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//
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// data = new IkConstraintData("leg");
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// data.getBones().add(skeletonData.findBone("front_thigh"));
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// data.getBones().add(skeletonData.findBone("front_shin"));
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// data.target = skeletonData.findBone("front_foot");
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// data.setBendDirection(-1);
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// skeleton.getIkConstraints().add(new IkConstraint(data, skeleton));
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// //skeleton.getIkConstraints().peek().setMix(0.5f);
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skeleton.updateCache();
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skeleton.updateWorldTransform();
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}
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public void render () {
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state.update(Gdx.graphics.getDeltaTime()); // Update the animation time.
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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// state.apply(skeleton); // Poses skeleton using current animations. This sets the bones' local SRT.
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// skeleton.findBone("front_shin").y = 40;
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// skeleton.findBone("front_shin").scaleX = 2;
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// skeleton.findBone("front_thigh").scaleX = 2;
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// skeleton.findBone("front_bracer").y = 40;
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// skeleton.findBone("front_bracer").scaleX = 2;
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// skeleton.findBone("front_upper_arm").scaleX = 2;
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// skeleton.getRootBone().setScale(1.3f, 0.6f);
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// skeleton.findBone("front_upper_arm").parent = skeleton.findBone("front_shin");
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// skeleton.findBone("head").scaleX = 2;
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// skeleton.findBone("head").x = 100;
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// skeleton.findBone("head").y = 100;
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// skeleton.findBone("head").rotation = 0;
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// skeleton.findBone("neck").x = 100;
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// skeleton.findBone("neck").y = 100;
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// skeleton.findBone("neck").rotation = 45;
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skeleton.setPosition(250, 20);
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// skeleton.setFlip(false, false);
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skeleton.setPosition(250, 20);
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// skeleton.setFlipX(true);
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// skeleton.setFlipY(false);
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// skeleton.findBone("torso").setFlipX(true);
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// skeleton.findBone("torso").setFlipY(true);
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Vector2 p = skeleton.findBone("front_foot").parent.worldToLocal(new Vector2(Gdx.input.getX() - skeleton.getX(),
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Gdx.graphics.getHeight() - Gdx.input.getY() - skeleton.getY()));
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skeleton.findBone("front_foot").setPosition(p.x, p.y);
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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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atlas.dispose();
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}
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public static void main (String[] args) throws Exception {
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new LwjglApplication(new IkTest());
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}
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}
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@ -34,8 +34,10 @@ public class GoblinsExample extends Sprite {
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private var skeleton:SkeletonAnimation;
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public function GoblinsExample () {
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var useStarlingAtlas:Boolean = true;
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var attachmentLoader:AttachmentLoader;
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if (Main.useStarlingAtlas) {
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if (useStarlingAtlas) {
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var texture:Texture = Texture.fromBitmap(new GoblinsStarlingAtlasTexture());
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var xml:XML = XML(new GoblinsStarlingAtlas());
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var starlingAtlas:TextureAtlas = new TextureAtlas(texture, xml);
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@ -8,14 +8,12 @@ import starling.core.Starling;
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[SWF(width = "800", height = "600", frameRate = "60", backgroundColor = "#dddddd")]
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public class Main extends Sprite {
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private var _starling:Starling;
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static public var useStarlingAtlas:Boolean;
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public function Main () {
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var example:Class;
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//example = SpineboyExample;
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//example = GoblinsExample;
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example = RaptorExample;
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useStarlingAtlas = true;
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_starling = new Starling(example, stage);
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_starling.enableErrorChecking = true;
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@ -38,7 +38,7 @@ public class RaptorExample extends Sprite {
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var skeletonData:SkeletonData = json.readSkeletonData(new RaptorJson());
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skeleton = new SkeletonAnimation(skeletonData, true);
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skeleton.x = 320;
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skeleton.x = 400;
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skeleton.y = 560;
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skeleton.state.setAnimationByName(0, "walk", true);
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@ -26,26 +26,11 @@ public class SpineboyExample extends Sprite {
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[Embed(source = "spineboy.png")]
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static public const SpineboyAtlasTexture:Class;
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[Embed(source = "spineboy-starling.xml", mimeType = "application/octet-stream")]
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static public const SpineboyStarlingAtlas:Class;
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[Embed(source = "spineboy-starling.png")]
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static public const SpineboyStarlingAtlasTexture:Class;
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private var skeleton:SkeletonAnimation;
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public function SpineboyExample () {
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var attachmentLoader:AttachmentLoader;
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if (Main.useStarlingAtlas) {
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var texture:Texture = Texture.fromBitmap(new SpineboyAtlasTexture());
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var xml:XML = XML(new SpineboyStarlingAtlas());
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var starlingAtlas:TextureAtlas = new TextureAtlas(texture, xml);
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attachmentLoader = new StarlingAtlasAttachmentLoader(starlingAtlas);
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} else {
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var spineAtlas:Atlas = new Atlas(new SpineboyAtlas(), new StarlingTextureLoader(new SpineboyAtlasTexture()));
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attachmentLoader = new AtlasAttachmentLoader(spineAtlas);
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}
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var spineAtlas:Atlas = new Atlas(new SpineboyAtlas(), new StarlingTextureLoader(new SpineboyAtlasTexture()));
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var attachmentLoader:AttachmentLoader = new AtlasAttachmentLoader(spineAtlas);
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var json:SkeletonJson = new SkeletonJson(attachmentLoader);
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json.scale = 0.6;
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var skeletonData:SkeletonData = json.readSkeletonData(new SpineboyJson());
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@ -56,8 +41,8 @@ public class SpineboyExample extends Sprite {
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stateData.setMixByName("jump", "jump", 0.2);
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skeleton = new SkeletonAnimation(skeletonData, false, stateData);
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skeleton.x = 320;
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skeleton.y = 420;
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skeleton.x = 400;
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skeleton.y = 560;
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skeleton.state.onStart.add(function (trackIndex:int) : void {
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trace(trackIndex + " start: " + skeleton.state.getCurrent(trackIndex));
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<?xml version="1.0" encoding="UTF-8"?>
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<!-- Created with TexturePacker http://www.codeandweb.com/texturepacker-->
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<!-- $TexturePacker:SmartUpdate:8ea0251acc356491e9a6f72df2f73636:074436a8c81d0728682274bde39d8bb8:676322d6615ca6a250a9e93de5572f1e$ -->
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<TextureAtlas imagePath="spineboy.png">
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<SubTexture name="eye_indifferent" x="424" y="253" width="56" height="53"/>
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<SubTexture name="eye_surprised" x="429" y="198" width="56" height="53"/>
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<SubTexture name="front_bracer" x="401" y="345" width="35" height="48"/>
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<SubTexture name="front_fist_closed" x="300" y="353" width="45" height="49"/>
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<SubTexture name="front_fist_open" x="347" y="344" width="52" height="52"/>
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<SubTexture name="front_foot" x="36" y="346" width="76" height="41"/>
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<SubTexture name="front_foot_bend1" x="432" y="112" width="77" height="42"/>
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<SubTexture name="front_foot_bend2" x="267" y="183" width="65" height="56"/>
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<SubTexture name="front_shin" x="289" y="241" width="49" height="110"/>
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<SubTexture name="front_thigh" x="398" y="183" width="29" height="67"/>
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<SubTexture name="front_upper_arm" x="2" y="346" width="32" height="58"/>
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<SubTexture name="goggles" x="2" y="244" width="157" height="100"/>
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<SubTexture name="gun" x="161" y="244" width="126" height="122"/>
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<SubTexture name="head" x="267" y="2" width="163" height="179"/>
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<SubTexture name="mouth_grind" x="424" y="308" width="56" height="35"/>
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<SubTexture name="mouth_oooo" x="242" y="368" width="56" height="35"/>
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<SubTexture name="mouth_smile" x="184" y="368" width="56" height="35"/>
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<SubTexture name="muzzle" x="2" y="2" width="263" height="240" frameX="-5" frameY="0" frameWidth="277" frameHeight="240"/>
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<SubTexture name="neck" x="487" y="198" width="22" height="25"/>
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<SubTexture name="rear_bracer" x="438" y="345" width="34" height="43"/>
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<SubTexture name="rear_foot" x="114" y="368" width="68" height="36"/>
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<SubTexture name="rear_foot_bend1" x="432" y="156" width="70" height="40"/>
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<SubTexture name="rear_foot_bend2" x="334" y="183" width="62" height="50"/>
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<SubTexture name="rear_shin" x="340" y="235" width="45" height="107"/>
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<SubTexture name="rear_thigh" x="387" y="252" width="35" height="62" frameX="-4" frameY="0" frameWidth="39" frameHeight="62"/>
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<SubTexture name="rear_upper_arm" x="474" y="345" width="28" height="52"/>
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<SubTexture name="torso" x="432" y="2" width="59" height="108"/>
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</TextureAtlas>
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