/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), you * may not (a) modify, translate, adapt or otherwise create derivative works, * improvements of the Software or develop new applications using the Software * 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 SOFTARE 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.esotericsoftware.spine.AnimationState.AnimationStateAdapter; import com.esotericsoftware.spine.attachments.SkeletonAttachment; 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 SkeletonAttachmentTest extends ApplicationAdapter { OrthographicCamera camera; PolygonSpriteBatch batch; SkeletonRenderer renderer; Skeleton spineboy, goblin; AnimationState spineboyState, goblinState; public void create () { camera = new OrthographicCamera(); batch = new PolygonSpriteBatch(); renderer = new SkeletonRenderer(); renderer.setPremultipliedAlpha(true); { TextureAtlas atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy.atlas")); SkeletonJson json = new SkeletonJson(atlas); json.setScale(0.6f); SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy.json")); spineboy = new Skeleton(skeletonData); spineboy.setPosition(320, 20); AnimationStateData stateData = new AnimationStateData(skeletonData); stateData.setMix("walk", "jump", 0.2f); stateData.setMix("jump", "walk", 0.2f); spineboyState = new AnimationState(stateData); new AnimationStateAdapter() { public void start (int trackIndex) { spineboyState.addAnimation(0, "walk", true, 0); spineboyState.addAnimation(0, "jump", false, 3).setListener(this); } }.start(0); } { TextureAtlas atlas = new TextureAtlas(Gdx.files.internal("goblins/goblins-ffd.atlas")); SkeletonJson json = new SkeletonJson(atlas); SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("goblins/goblins-ffd.json")); goblin = new Skeleton(skeletonData); goblin.setSkin("goblin"); goblin.setSlotsToSetupPose(); goblinState = new AnimationState(new AnimationStateData(skeletonData)); goblinState.setAnimation(0, "walk", true); // Instead of a right shoulder, spineboy will have a goblin! SkeletonAttachment skeletonAttachment = new SkeletonAttachment("goblin"); skeletonAttachment.setSkeleton(goblin); spineboy.findSlot("front_upper_arm").setAttachment(skeletonAttachment); } } public void render () { spineboyState.update(Gdx.graphics.getDeltaTime()); spineboyState.apply(spineboy); spineboy.updateWorldTransform(); goblinState.update(Gdx.graphics.getDeltaTime()); goblinState.apply(goblin); goblin.updateWorldTransform(); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); camera.update(); batch.getProjectionMatrix().set(camera.combined); batch.begin(); renderer.draw(batch, spineboy); batch.end(); } public void resize (int width, int height) { camera.setToOrtho(false); } public static void main (String[] args) throws Exception { new LwjglApplication(new SkeletonAttachmentTest()); } }