/****************************************************************************** * Spine Runtime Software License - Version 1.0 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms in whole or in part, with * or without modification, are permitted provided that the following conditions * are met: * * 1. A Spine Single User License or Spine Professional License must be * purchased from Esoteric Software and the license must remain valid: * http://esotericsoftware.com/ * 2. Redistributions of source code must retain this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer. * 3. Redistributions in binary form must reproduce this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer, in the documentation and/or other materials provided with the * distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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.InputAdapter; import com.badlogic.gdx.backends.lwjgl.LwjglApplication; import com.badlogic.gdx.files.FileHandle; import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.Pixmap; import com.badlogic.gdx.graphics.Pixmap.Format; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion; import com.badlogic.gdx.graphics.g2d.TextureAtlas.TextureAtlasData; import com.badlogic.gdx.utils.Array; public class SkeletonTest extends ApplicationAdapter { SpriteBatch batch; float time; SkeletonRenderer renderer; SkeletonRendererDebug debugRenderer; SkeletonData skeletonData; Skeleton skeleton; Animation animation; Array events = new Array(); public void create () { batch = new SpriteBatch(); renderer = new SkeletonRenderer(); debugRenderer = new SkeletonRendererDebug(); final String name = "goblins"; // "spineboy"; // A regular texture atlas would normally usually be used. This returns a white image for images not found in the atlas. Pixmap pixmap = new Pixmap(32, 32, Format.RGBA8888); pixmap.setColor(Color.WHITE); pixmap.fill(); final AtlasRegion fake = new AtlasRegion(new Texture(pixmap), 0, 0, 32, 32); pixmap.dispose(); FileHandle atlasFile = Gdx.files.internal(name + ".atlas"); TextureAtlasData data = !atlasFile.exists() ? null : new TextureAtlasData(atlasFile, atlasFile.parent(), false); TextureAtlas atlas = new TextureAtlas(data) { public AtlasRegion findRegion (String name) { AtlasRegion region = super.findRegion(name); return region != null ? region : fake; } }; if (true) { System.out.println("JSON"); SkeletonJson json = new SkeletonJson(atlas); // json.setScale(2); skeletonData = json.readSkeletonData(Gdx.files.internal(name + ".json")); } else { System.out.println("Binary"); SkeletonBinary binary = new SkeletonBinary(atlas); // binary.setScale(2); skeletonData = binary.readSkeletonData(Gdx.files.internal(name + ".skel")); } animation = skeletonData.findAnimation("walk"); skeleton = new Skeleton(skeletonData); if (name.equals("goblins")) skeleton.setSkin("goblin"); skeleton.setToSetupPose(); skeleton = new Skeleton(skeleton); skeleton.updateWorldTransform(); Gdx.input.setInputProcessor(new InputAdapter() { public boolean touchDown (int screenX, int screenY, int pointer, int button) { keyDown(0); return true; } public boolean keyDown (int keycode) { if (name.equals("goblins")) { skeleton.setSkin(skeleton.getSkin().getName().equals("goblin") ? "goblingirl" : "goblin"); skeleton.setSlotsToSetupPose(); } return true; } }); } public void render () { float lastTime = time; time += Gdx.graphics.getDeltaTime(); float x = skeleton.getX() + 160 * Gdx.graphics.getDeltaTime() * (skeleton.getFlipX() ? -1 : 1); if (x > Gdx.graphics.getWidth()) skeleton.setFlipX(true); if (x < 0) skeleton.setFlipX(false); skeleton.setX(x); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); events.clear(); animation.apply(skeleton, lastTime, time, true, events); if (events.size > 0) System.out.println(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 SkeletonTest()); } }