/****************************************************************************** * Spine Runtime Software License - Version 1.1 * * 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 Essential, Professional, Enterprise, or Education 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.esotericsoftware.spine.AnimationState.AnimationStateListener; import com.esotericsoftware.spine.attachments.BoundingBoxAttachment; 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.graphics.Color; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector3; public class AnimationStateTest extends ApplicationAdapter { OrthographicCamera camera; SpriteBatch batch; SkeletonRenderer renderer; SkeletonRendererDebug debugRenderer; TextureAtlas atlas; Skeleton skeleton; SkeletonBounds bounds; AnimationState state; public void create () { camera = new OrthographicCamera(); batch = new SpriteBatch(); renderer = new SkeletonRenderer(); debugRenderer = new SkeletonRendererDebug(); atlas = new TextureAtlas(Gdx.files.internal("spineboy.atlas")); SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data. SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy.json")); // SkeletonData is stateless. skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc). skeleton.setX(250); skeleton.setY(20); bounds = new SkeletonBounds(); // Convenience class to do hit detection with bounding boxes. AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations. stateData.setMix("walk", "jump", 0.2f); stateData.setMix("jump", "walk", 0.4f); stateData.setMix("jump", "jump", 0.2f); state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc). state.addListener(new AnimationStateListener() { public void event (int trackIndex, Event event) { System.out.println(trackIndex + " event: " + state.getCurrent(trackIndex) + ", " + event.getData().getName()); } public void complete (int trackIndex, int loopCount) { System.out.println(trackIndex + " complete: " + state.getCurrent(trackIndex) + ", " + loopCount); } public void start (int trackIndex) { System.out.println(trackIndex + " start: " + state.getCurrent(trackIndex)); } public void end (int trackIndex) { System.out.println(trackIndex + " end: " + state.getCurrent(trackIndex)); } }); state.setAnimation(0, "drawOrder", true); Gdx.input.setInputProcessor(new InputAdapter() { final Vector3 point = new Vector3(); public boolean touchDown (int screenX, int screenY, int pointer, int button) { camera.unproject(point.set(screenX, screenY, 0)); // Convert window to world coordinates. bounds.update(skeleton, true); // Update SkeletonBounds with current skeleton bounding box positions. if (bounds.aabbContainsPoint(point.x, point.y)) { // Check if inside AABB first. This check is fast. BoundingBoxAttachment hit = bounds.containsPoint(point.x, point.y); // Check if inside a bounding box. if (hit != null) { System.out.println("hit: " + hit); skeleton.findSlot("head").getColor().set(Color.RED); // Turn head red until touchUp. } } return true; } public boolean touchUp (int screenX, int screenY, int pointer, int button) { skeleton.findSlot("head").getColor().set(Color.WHITE); return true; } public boolean keyDown (int keycode) { state.setAnimation(0, "jump", false); // Set animation on track 0 to jump. state.addAnimation(0, "walk", true, 0); // Queue walk to play after jump. return true; } }); } public void render () { state.update(Gdx.graphics.getDeltaTime()); // Update the animation time. Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); state.apply(skeleton); // Poses skeleton using current animations. This sets the bone's local SRT. skeleton.updateWorldTransform(); // Uses the bone's local SRT to set their world SRT. // Configure the camera, SpriteBatch, and SkeletonRendererDebug. camera.update(); batch.getProjectionMatrix().set(camera.combined); debugRenderer.getShapeRenderer().getProjectionMatrix().set(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(); } public static void main (String[] args) throws Exception { new LwjglApplication(new AnimationStateTest()); } }