/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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. *****************************************************************************/ package com.esotericsoftware.spine; import com.badlogic.gdx.ApplicationAdapter; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.InputAdapter; import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.esotericsoftware.spine.utils.TwoColorPolygonBatch; /** Demonstrates loading, animating, and rendering a skeleton. * @see SkeletonAssetManagerTest */ public class PhysicsTest2 extends ApplicationAdapter { OrthographicCamera camera; TwoColorPolygonBatch batch; SkeletonRenderer renderer; SkeletonRendererDebug debugRenderer; TextureAtlas atlas; Skeleton skeleton; AnimationState state; float lastX = 0; float lastY = 0; public void create () { camera = new OrthographicCamera(); batch = new TwoColorPolygonBatch(); renderer = new SkeletonRenderer(); renderer.setPremultipliedAlpha(true); // PMA results in correct blending without outlines. debugRenderer = new SkeletonRendererDebug(); debugRenderer.setBoundingBoxes(false); debugRenderer.setRegionAttachments(false); atlas = new TextureAtlas(Gdx.files.internal("celestial-circus/celestial-circus-pma.atlas")); SkeletonBinary binary = new SkeletonBinary(atlas); // This loads skeleton JSON data, which is stateless. binary.setScale(0.1f); // Load the skeleton at 60% the size it was in Spine. SkeletonData skeletonData = binary.readSkeletonData(Gdx.files.internal("celestial-circus/celestial-circus-pro.skel")); skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc). skeleton.setPosition(320, 100); 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). Gdx.input.setInputProcessor(new InputAdapter() { public boolean touchDown (int screenX, int screenY, int pointer, int button) { lastX = screenX; lastY = screenY; return true; } public boolean touchDragged (int screenX, int screenY, int pointer) { skeleton.x += screenX - lastX; skeleton.y += lastY - screenY; lastX = screenX; lastY = screenY; return true; } }); } public void render () { float delta = Gdx.graphics.getDeltaTime(); state.update(delta); // Update the animation time. Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); state.apply(skeleton); // Poses skeleton using current animations. This sets the bones' local SRT. skeleton.update(delta); skeleton.updateWorldTransform(Physics.update); // 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(); } static public void main (String[] args) throws Exception { new Lwjgl3Application(new PhysicsTest2()); } }