/****************************************************************************** * Spine Runtimes Software License * Version 2 * * 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, 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. *****************************************************************************/ package com.esotericsoftware.spine; import com.badlogic.gdx.ApplicationAdapter; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.backends.lwjgl.LwjglApplication; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.utils.Array; public class MixTest extends ApplicationAdapter { SpriteBatch batch; float time; Array events = new Array(); SkeletonRenderer renderer; SkeletonRendererDebug debugRenderer; SkeletonData skeletonData; Skeleton skeleton; Animation walkAnimation; Animation jumpAnimation; public void create () { batch = new SpriteBatch(); renderer = new SkeletonRenderer(); renderer.setPremultipliedAlpha(true); debugRenderer = new SkeletonRendererDebug(); final String name = "spineboy/spineboy"; TextureAtlas atlas = new TextureAtlas(Gdx.files.internal(name + ".atlas")); if (true) { SkeletonJson json = new SkeletonJson(atlas); // json.setScale(2); skeletonData = json.readSkeletonData(Gdx.files.internal(name + ".json")); } else { SkeletonBinary binary = new SkeletonBinary(atlas); // binary.setScale(2); skeletonData = binary.readSkeletonData(Gdx.files.internal(name + ".skel")); } walkAnimation = skeletonData.findAnimation("walk"); jumpAnimation = skeletonData.findAnimation("jump"); skeleton = new Skeleton(skeletonData); skeleton.updateWorldTransform(); skeleton.setX(-50); skeleton.setY(20); } public void render () { float delta = Gdx.graphics.getDeltaTime() * 0.25f; // Reduced to make mixing easier to see. float jump = jumpAnimation.getDuration(); float beforeJump = 1f; float blendIn = 0.4f; float blendOut = 0.4f; float blendOutStart = beforeJump + jump - blendOut; float total = 3.75f; time += delta; float speed = 180; if (time > beforeJump + blendIn && time < blendOutStart) speed = 360; skeleton.setX(skeleton.getX() + speed * delta); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // This shows how to manage state manually. See AnimationStatesTest. if (time > total) { // restart time = 0; skeleton.setX(-50); } else if (time > beforeJump + jump) { // just walk after jump walkAnimation.apply(skeleton, time, time, true, events); } else if (time > blendOutStart) { // blend out jump walkAnimation.apply(skeleton, time, time, true, events); jumpAnimation.mix(skeleton, time - beforeJump, time - beforeJump, false, events, 1 - (time - blendOutStart) / blendOut); } else if (time > beforeJump + blendIn) { // just jump jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events); } else if (time > beforeJump) { // blend in jump walkAnimation.apply(skeleton, time, time, true, events); jumpAnimation.mix(skeleton, time - beforeJump, time - beforeJump, false, events, (time - beforeJump) / blendIn); } else { // just walk before jump walkAnimation.apply(skeleton, time, time, true, events); } skeleton.updateWorldTransform(); skeleton.update(Gdx.graphics.getDeltaTime()); 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 static void main (String[] args) throws Exception { new LwjglApplication(new MixTest()); } }