/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), you * may not (a) modify, translate, adapt or otherwise create derivative works, * improvements of the Software or develop new applications using the Software * or (b) remove, delete, alter or obscure any trademarks or any copyright, * trademark, patent or other intellectual property or proprietary rights * notices on or in the Software, including any copy thereof. Redistributions * in binary or source form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 ESOTERIC SOFTARE 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. *****************************************************************************/ 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.GamerServices; 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 { GraphicsDeviceManager graphics; SkeletonMeshRenderer skeletonRenderer; Skeleton skeleton; Slot headSlot; AnimationState state; SkeletonBounds bounds = new SkeletonBounds(); #if WINDOWS_STOREAPP private string assetsFolder = @"Assets\"; #else private string assetsFolder = "data/"; #endif public Example () { IsMouseVisible = true; graphics = new GraphicsDeviceManager(this); graphics.IsFullScreen = false; graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; } protected override void Initialize () { // TODO: Add your initialization logic here base.Initialize(); } protected override void LoadContent () { skeletonRenderer = new SkeletonMeshRenderer(GraphicsDevice); skeletonRenderer.PremultipliedAlpha = true; // String name = "spineboy"; String name = "goblins-ffd"; Atlas atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice)); SkeletonJson json = new SkeletonJson(atlas); if (name == "spineboy") json.Scale = 0.6f; skeleton = new Skeleton(json.ReadSkeletonData(assetsFolder + name + ".json")); if (name == "goblins-ffd") skeleton.SetSkin("goblin"); // Define mixing between animations. AnimationStateData stateData = new AnimationStateData(skeleton.Data); state = new AnimationState(stateData); if (name == "spineboy") { stateData.SetMix("run", "jump", 0.2f); stateData.SetMix("jump", "run", 0.4f); // Event handling for all animations. state.Start += Start; state.End += End; state.Complete += Complete; state.Event += Event; state.SetAnimation(0, "test", false); TrackEntry entry = state.AddAnimation(0, "jump", false, 0); entry.End += End; // Event handling for queued animations. state.AddAnimation(0, "run", true, 0); } else { state.SetAnimation(0, "walk", true); } skeleton.X = 400; skeleton.Y = 590; skeleton.UpdateWorldTransform(); headSlot = skeleton.FindSlot("head"); } protected override void UnloadContent () { // TODO: Unload any non ContentManager content here } protected override void Update (GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here base.Update(gameTime); } protected override void Draw (GameTime gameTime) { GraphicsDevice.Clear(Color.Black); state.Update(gameTime.ElapsedGameTime.Milliseconds / 1000f); state.Apply(skeleton); skeleton.UpdateWorldTransform(); skeletonRenderer.Begin(); skeletonRenderer.Draw(skeleton); skeletonRenderer.End(); bounds.Update(skeleton, true); MouseState mouse = Mouse.GetState(); headSlot.G = 1; headSlot.B = 1; if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) { BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y); if (hit != null) { headSlot.G = 0; headSlot.B = 0; } } base.Draw(gameTime); } public void Start (AnimationState state, int trackIndex) { #if !WINDOWS_STOREAPP Console.WriteLine(trackIndex + " " + state.GetCurrent(trackIndex) + ": start"); #endif } public void End (AnimationState state, int trackIndex) { #if !WINDOWS_STOREAPP Console.WriteLine(trackIndex + " " + state.GetCurrent(trackIndex) + ": end"); #endif } public void Complete (AnimationState state, int trackIndex, int loopCount) { #if !WINDOWS_STOREAPP Console.WriteLine(trackIndex + " " + state.GetCurrent(trackIndex) + ": complete " + loopCount); #endif } public void Event (AnimationState state, int trackIndex, Event e) { #if !WINDOWS_STOREAPP Console.WriteLine(trackIndex + " " + state.GetCurrent(trackIndex) + ": event " + e); #endif } } }