/****************************************************************************** * 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. *****************************************************************************/ package com.esotericsoftware.spine; import com.badlogic.gdx.ApplicationAdapter; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.assets.AssetManager; import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.utils.ScreenUtils; import com.esotericsoftware.spine.utils.SkeletonDataLoader; import com.esotericsoftware.spine.utils.SkeletonDataLoader.SkeletonDataParameter; /** Like {@link SimpleTest1}, but using {@link AssetManager} to load the atlas and skeleton data. */ public class SkeletonAssetManagerTest extends ApplicationAdapter { OrthographicCamera camera; PolygonSpriteBatch batch; SkeletonRenderer renderer; SkeletonRendererDebug debugRenderer; AssetManager assetManager; TextureAtlas atlas; Skeleton skeleton; AnimationState state; public void create () { camera = new OrthographicCamera(); batch = new PolygonSpriteBatch(); renderer = new SkeletonRenderer(); renderer.setPremultipliedAlpha(true); // PMA results in correct blending without outlines. debugRenderer = new SkeletonRendererDebug(); debugRenderer.setBoundingBoxes(false); debugRenderer.setRegionAttachments(false); assetManager = new AssetManager(); assetManager.setLoader(SkeletonData.class, new SkeletonDataLoader(assetManager.getFileHandleResolver())); float scale = 0.6f; assetManager.load("spineboy/spineboy-pro.json", SkeletonData.class, new SkeletonDataParameter("spineboy/spineboy-pma.atlas", scale)); } public void render () { ScreenUtils.clear(0, 0, 0, 0); if (skeleton == null) { // Not loaded yet. assetManager.update(16); // System.out.println(assetManager.getDiagnostics()); if (!assetManager.isFinished()) return; // Assets are ready, set things up using them. SkeletonData skeletonData = assetManager.get("spineboy/spineboy-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. stateData.setMix("run", "jump", 0.2f); stateData.setMix("jump", "run", 0.2f); state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc). state.setTimeScale(0.5f); // Slow all animations down to 50% speed. // Queue animations on track 0. state.setAnimation(0, "run", true); state.addAnimation(0, "jump", false, 2); // Jump after 2 seconds. state.addAnimation(0, "run", true, 0); // Run after the jump. } state.update(Gdx.graphics.getDeltaTime()); // Update the animation time. 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 () { assetManager.dispose(); } public static void main (String[] args) throws Exception { new Lwjgl3Application(new SkeletonAssetManagerTest()); } }