/****************************************************************************** * Spine Runtimes License Agreement * Last updated May 1, 2019. Replaces all prior versions. * * Copyright (c) 2013-2019, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT, * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; public class SimpleTest3 extends ApplicationAdapter { OrthographicCamera camera; PolygonSpriteBatch batch; SkeletonRenderer renderer; SkeletonRendererDebug debugRenderer; TextureAtlas atlas; Skeleton skeleton; AnimationState state; public void create () { camera = new OrthographicCamera(); batch = new PolygonSpriteBatch(); // Required to render meshes. SpriteBatch can't render meshes. renderer = new SkeletonRenderer(); renderer.setPremultipliedAlpha(true); debugRenderer = new SkeletonRendererDebug(); debugRenderer.setMeshTriangles(false); debugRenderer.setRegionAttachments(false); debugRenderer.setMeshHull(false); atlas = new TextureAtlas(Gdx.files.internal("raptor/raptor-pma.atlas")); SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless. json.setScale(0.5f); // Load the skeleton at 50% the size it was in Spine. SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("raptor/raptor-pro.json")); skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc). skeleton.setPosition(250, 20); AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations. state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc). state.setTimeScale(0.6f); // Slow all animations down to 60% speed. // Queue animations on tracks 0 and 1. state.setAnimation(0, "walk", true); state.addAnimation(1, "gun-grab", false, 2); // Keys in higher tracks override the pose from lower tracks. } public void render () { state.update(Gdx.graphics.getDeltaTime()); // Update the animation time. Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); if (state.apply(skeleton)) // Poses skeleton using current animations. This sets the bones' local SRT. skeleton.updateWorldTransform(); // Uses the bones' local SRT to compute their world SRT. // Configure the camera, SpriteBatch, and SkeletonRendererDebug. camera.update(); batch.getProjectionMatrix().set(camera.combined); debugRenderer.getShapeRenderer().setProjectionMatrix(camera.combined); batch.begin(); renderer.draw(batch, skeleton); // Draw the skeleton images. batch.end(); debugRenderer.draw(skeleton); // Draw debug lines. } public void resize (int width, int height) { camera.setToOrtho(false); // Update camera with new size. } public void dispose () { atlas.dispose(); } public static void main (String[] args) throws Exception { new LwjglApplication(new SimpleTest3()); } }