/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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. * * THE SPINE RUNTIMES ARE 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 * THE SPINE RUNTIMES, 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.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Spine; namespace Spine { public class Example : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SkeletonRenderer skeletonRenderer; SkeletonDebugRenderer skeletonDebugRenderer; 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 () { bool useNormalmapShader = false; Effect spineEffect; if (!useNormalmapShader) { // Two color tint effect. Note that you can also use the default BasicEffect instead. spineEffect = Content.Load("spine-xna-example-content\\SpineEffect"); } else { spineEffect = Content.Load("spine-xna-example-content\\SpineEffectNormalmap"); spineEffect.Parameters["Light0_Direction"].SetValue(new Vector3(-0.5265408f, 0.5735765f, -0.6275069f)); spineEffect.Parameters["Light0_Diffuse"].SetValue(new Vector3(1, 0.9607844f, 0.8078432f)); spineEffect.Parameters["Light0_Specular"].SetValue(new Vector3(1, 0.9607844f, 0.8078432f)); spineEffect.Parameters["Light0_SpecularExponent"].SetValue(2.0f); } spineEffect.Parameters["World"].SetValue(Matrix.Identity); spineEffect.Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up)); skeletonRenderer = new SkeletonRenderer(GraphicsDevice); skeletonRenderer.PremultipliedAlpha = false; skeletonRenderer.Effect = spineEffect; skeletonDebugRenderer = new SkeletonDebugRenderer(GraphicsDevice); skeletonDebugRenderer.DisableAll(); skeletonDebugRenderer.DrawClipping = true; // String name = "spineboy-ess"; // String name = "goblins-pro"; String name = "raptor-pro"; // String name = "tank-pro"; //String name = "coin-pro"; if (useNormalmapShader) name = "raptor-pro"; // we only have normalmaps for raptor String atlasName = name.Replace("-pro", "").Replace("-ess", ""); if (name == "goblins-pro") atlasName = "goblins-mesh"; bool binaryData = false; Atlas atlas; if (!useNormalmapShader) { atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice)); } else { atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice, loadMultipleTextureLayers: true, textureSuffixes: new string[] { "", "_normals" })); } float scale = 1; if (name == "spineboy-ess") scale = 0.6f; if (name == "raptor-pro") scale = 0.5f; if (name == "tank-pro") scale = 0.3f; if (name == "coin-pro") scale = 1; SkeletonData skeletonData; if (binaryData) { SkeletonBinary binary = new SkeletonBinary(atlas); binary.Scale = scale; skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel"); } else { SkeletonJson json = new SkeletonJson(atlas); json.Scale = scale; skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json"); } skeleton = new Skeleton(skeletonData); if (name == "goblins-pro") skeleton.SetSkin("goblin"); // Define mixing between animations. AnimationStateData stateData = new AnimationStateData(skeleton.Data); state = new AnimationState(stateData); if (name == "spineboy-ess") { skeleton.SetAttachment("head-bb", "head"); 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, "run", true); TrackEntry entry = state.AddAnimation(0, "jump", false, 0); entry.End += End; // Event handling for queued animations. state.AddAnimation(0, "run", true, 0); } else if (name == "raptor-pro") { state.SetAnimation(0, "walk", true); state.AddAnimation(1, "gun-grab", false, 2); } else if (name == "coin-pro") { state.SetAnimation(0, "animation", true); } else if (name == "tank-pro") { skeleton.X += 300; state.SetAnimation(0, "drive", true); } else { state.SetAnimation(0, "walk", true); } skeleton.X += 400; skeleton.Y += GraphicsDevice.Viewport.Height; skeleton.UpdateWorldTransform(); headSlot = skeleton.FindSlot("head"); } protected override void UnloadContent () { // TODO: Unload any non ContentManager content here } protected override void Update (GameTime gameTime) { // TODO: Add your update logic here #if (!WINDOWS_STOREAPP || WINDOWS_PHONE81) && !IOS if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); #endif base.Update(gameTime); } protected override void Draw (GameTime gameTime) { GraphicsDevice.Clear(Color.Black); state.Update(gameTime.ElapsedGameTime.Milliseconds / 1000f); state.Apply(skeleton); skeleton.UpdateWorldTransform(); if (skeletonRenderer.Effect is BasicEffect) { ((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0); } else { skeletonRenderer.Effect.Parameters["Projection"].SetValue(Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0)); } skeletonRenderer.Begin(); skeletonRenderer.Draw(skeleton); skeletonRenderer.End(); skeletonDebugRenderer.Effect.Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0); skeletonDebugRenderer.Begin(); skeletonDebugRenderer.Draw(skeleton); skeletonDebugRenderer.End(); bounds.Update(skeleton, true); MouseState mouse = Mouse.GetState(); if (headSlot != null) { 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 (TrackEntry entry) { #if !WINDOWS_STOREAPP Console.WriteLine(entry + ": start"); #endif } public void End (TrackEntry entry) { #if !WINDOWS_STOREAPP Console.WriteLine(entry + ": end"); #endif } public void Complete (TrackEntry entry) { #if !WINDOWS_STOREAPP Console.WriteLine(entry + ": complete "); #endif } public void Event (TrackEntry entry, Event e) { #if !WINDOWS_STOREAPP Console.WriteLine(entry + ": event " + e); #endif } } }