/****************************************************************************** * Spine Runtimes License Agreement * Last updated September 24, 2021. Replaces all prior versions. * * Copyright (c) 2013-2021, 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.backends.lwjgl.LwjglApplication; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.utils.Array; import com.badlogic.gdx.utils.ScreenUtils; import com.esotericsoftware.spine.Animation.MixBlend; import com.esotericsoftware.spine.Animation.MixDirection; public class MixTest extends ApplicationAdapter { SpriteBatch batch; float time; Array events = new Array(); SkeletonRenderer renderer; SkeletonRendererDebug debugRenderer; SkeletonData skeletonData; Skeleton skeleton; Animation walkAnimation; Animation jumpAnimation; public void create () { batch = new SpriteBatch(); renderer = new SkeletonRenderer(); renderer.setPremultipliedAlpha(true); debugRenderer = new SkeletonRendererDebug(); final String name = "spineboy/spineboy"; TextureAtlas atlas = new TextureAtlas(Gdx.files.internal(name + "-pma.atlas")); if (true) { SkeletonJson json = new SkeletonJson(atlas); json.setScale(0.6f); skeletonData = json.readSkeletonData(Gdx.files.internal(name + "-ess.json")); } else { SkeletonBinary binary = new SkeletonBinary(atlas); binary.setScale(0.6f); skeletonData = binary.readSkeletonData(Gdx.files.internal(name + "-ess.skel")); } walkAnimation = skeletonData.findAnimation("walk"); jumpAnimation = skeletonData.findAnimation("jump"); skeleton = new Skeleton(skeletonData); skeleton.updateWorldTransform(); skeleton.setPosition(-50, 20); } public void render () { float delta = Gdx.graphics.getDeltaTime() * 0.25f; // Reduced to make mixing easier to see. float jump = jumpAnimation.getDuration(); float beforeJump = 1f; float blendIn = 0.2f; float blendOut = 0.2f; float blendOutStart = beforeJump + jump - blendOut; float total = 3.75f; time += delta; float speed = 180; if (time > beforeJump + blendIn && time < blendOutStart) speed = 360; skeleton.setX(skeleton.getX() + speed * delta); ScreenUtils.clear(0, 0, 0, 0); // This shows how to manage state manually. See SimpleTest1 for a higher level API using AnimationState. if (time > total) { // restart time = 0; skeleton.setX(-50); } else if (time > beforeJump + jump) { // just walk after jump walkAnimation.apply(skeleton, time, time, true, events, 1, MixBlend.first, MixDirection.in); } else if (time > blendOutStart) { // blend out jump walkAnimation.apply(skeleton, time, time, true, events, 1, MixBlend.first, MixDirection.in); jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, 1 - (time - blendOutStart) / blendOut, MixBlend.first, MixDirection.in); } else if (time > beforeJump + blendIn) { // just jump jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, 1, MixBlend.first, MixDirection.in); } else if (time > beforeJump) { // blend in jump walkAnimation.apply(skeleton, time, time, true, events, 1, MixBlend.first, MixDirection.in); jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, (time - beforeJump) / blendIn, MixBlend.first, MixDirection.in); } else { // just walk before jump walkAnimation.apply(skeleton, time, time, true, events, 1, MixBlend.first, MixDirection.in); } skeleton.updateWorldTransform(); batch.begin(); renderer.draw(batch, skeleton); batch.end(); debugRenderer.draw(skeleton); } public void resize (int width, int height) { batch.getProjectionMatrix().setToOrtho2D(0, 0, width, height); debugRenderer.getShapeRenderer().setProjectionMatrix(batch.getProjectionMatrix()); } public static void main (String[] args) throws Exception { new LwjglApplication(new MixTest()); } }