/****************************************************************************** * 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. *****************************************************************************/ 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.GamerServices; 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; Skeleton skeleton; Slot headSlot; AnimationState state; SkeletonBounds bounds = new SkeletonBounds(); public Example () { IsMouseVisible = true; graphics = new GraphicsDeviceManager(this); graphics.IsFullScreen = false; graphics.PreferredBackBufferWidth = 640; graphics.PreferredBackBufferHeight = 480; } protected override void Initialize () { // TODO: Add your initialization logic here base.Initialize(); } protected override void LoadContent () { skeletonRenderer = new SkeletonRenderer(GraphicsDevice); String name = "spineboy"; // "goblins"; Atlas atlas = new Atlas("data/" + name + ".atlas", new XnaTextureLoader(GraphicsDevice)); SkeletonJson json = new SkeletonJson(atlas); skeleton = new Skeleton(json.ReadSkeletonData("data/" + name + ".json")); if (name == "goblins") skeleton.SetSkin("goblingirl"); skeleton.SetSlotsToSetupPose(); // Without this the skin attachments won't be attached. See SetSkin. // Define mixing between animations. AnimationStateData stateData = new AnimationStateData(skeleton.Data); if (name == "spineboy") { stateData.SetMix("walk", "jump", 0.2f); stateData.SetMix("jump", "walk", 0.4f); } state = new AnimationState(stateData); if (true) { // Event handling for all animations. state.Start += new EventHandler(Start); state.End += new EventHandler(End); state.Complete += new EventHandler(Complete); state.Event += new EventHandler(Event); state.SetAnimation("drawOrder", true); } else { state.SetAnimation("walk", false); QueueEntry entry = state.AddAnimation("jump", false); entry.End += new EventHandler(End); // Event handling for queued animations. state.AddAnimation("walk", true); } skeleton.X = 320; skeleton.Y = 440; skeleton.UpdateWorldTransform(); headSlot = skeleton.FindSlot("head"); } protected override void UnloadContent () { // TODO: Unload any non ContentManager content here } protected override void Update (GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here base.Update(gameTime); } protected override void Draw (GameTime gameTime) { GraphicsDevice.Clear(Color.Black); state.Update(gameTime.ElapsedGameTime.Milliseconds / 1000f); state.Apply(skeleton); skeleton.UpdateWorldTransform(); skeletonRenderer.Begin(); skeletonRenderer.Draw(skeleton); skeletonRenderer.End(); bounds.Update(skeleton, true); MouseState mouse = Mouse.GetState(); 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 (object sender, EventArgs e) { Console.WriteLine(state + ": start"); } public void End (object sender, EventArgs e) { Console.WriteLine(state + ": end"); } public void Complete (object sender, CompleteArgs e) { Console.WriteLine(state + ": complete " + e.LoopCount); } public void Event (object sender, EventTriggeredArgs e) { Console.WriteLine(state + ": event " + e.Event); } } }