/****************************************************************************** * Spine Runtime Software License - Version 1.0 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms in whole or in part, with * or without modification, are permitted provided that the following conditions * are met: * * 1. A Spine Single User License or Spine Professional License must be * purchased from Esoteric Software and the license must remain valid: * http://esotericsoftware.com/ * 2. Redistributions of source code must retain this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer. * 3. Redistributions in binary form must reproduce this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer, in the documentation and/or other materials provided with the * distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ package com.esotericsoftware.spine; import com.esotericsoftware.spine.AnimationState.AnimationStateListener; import com.badlogic.gdx.ApplicationAdapter; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.InputAdapter; import com.badlogic.gdx.backends.lwjgl.LwjglApplication; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; public class AnimationStateTest extends ApplicationAdapter { SpriteBatch batch; SkeletonRenderer renderer; SkeletonRendererDebug debugRenderer; TextureAtlas atlas; Skeleton skeleton; AnimationState state; public void create () { batch = new SpriteBatch(); renderer = new SkeletonRenderer(); debugRenderer = new SkeletonRendererDebug(); atlas = new TextureAtlas(Gdx.files.internal("spineboy.atlas")); SkeletonJson json = new SkeletonJson(atlas); SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy.json")); // Define mixing between animations. AnimationStateData stateData = new AnimationStateData(skeletonData); stateData.setMix("walk", "jump", 0.2f); stateData.setMix("jump", "walk", 0.4f); stateData.setMix("jump", "jump", 0.2f); state = new AnimationState(stateData); state.addListener(new AnimationStateListener() { public void event (Event event) { System.out.println("Event: " + event.getData().getName()); } public void complete (int loopCount) { System.out.println("Complete: " + state.getAnimation() + ", " + loopCount); } public void start () { System.out.println("Start: " + state.getAnimation()); } public void end () { System.out.println("End: " + state.getAnimation()); } }); state.setAnimation("walk", true); skeleton = new Skeleton(skeletonData); skeleton.setX(250); skeleton.setY(20); skeleton.updateWorldTransform(); Gdx.input.setInputProcessor(new InputAdapter() { public boolean touchDown (int screenX, int screenY, int pointer, int button) { keyDown(0); return true; } public boolean keyDown (int keycode) { state.setAnimation("jump", false); state.addAnimation("walk", true); return true; } }); } public void render () { state.update(Gdx.graphics.getDeltaTime() / 3); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); state.apply(skeleton); skeleton.updateWorldTransform(); batch.begin(); renderer.draw(batch, skeleton); batch.end(); debugRenderer.draw(skeleton); } public void resize (int width, int height) { batch.getProjectionMatrix().setToOrtho2D(0, 0, width, height); debugRenderer.getShapeRenderer().setProjectionMatrix(batch.getProjectionMatrix()); } public void dispose () { atlas.dispose(); } public static void main (String[] args) throws Exception { new LwjglApplication(new AnimationStateTest()); } }