/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes 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 SOFTWARE 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()); } }