/******************************************************************************* * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list 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.badlogic.gdx.ApplicationAdapter; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.backends.lwjgl.LwjglApplication; import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration; import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.graphics.glutils.ShapeRenderer; public class MixTest extends ApplicationAdapter { SpriteBatch batch; float time; ShapeRenderer renderer; SkeletonData skeletonData; Skeleton skeleton; Animation walkAnimation; Animation jumpAnimation; public void create () { batch = new SpriteBatch(); renderer = new ShapeRenderer(); final String name = "spineboy"; TextureAtlas atlas = new TextureAtlas(Gdx.files.internal(name + ".atlas")); if (true) { SkeletonJson json = new SkeletonJson(atlas); // json.setScale(2); skeletonData = json.readSkeletonData(Gdx.files.internal(name + "-skeleton.json")); } else { SkeletonBinary binary = new SkeletonBinary(atlas); // binary.setScale(2); skeletonData = binary.readSkeletonData(Gdx.files.internal(name + ".skel")); } walkAnimation = skeletonData.findAnimation("walk"); jumpAnimation = skeletonData.findAnimation("jump"); skeleton = new Skeleton(skeletonData); skeleton.setToBindPose(); final Bone root = skeleton.getRootBone(); root.x = -50; root.y = 20; root.scaleX = 1f; root.scaleY = 1f; skeleton.updateWorldTransform(); } 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 = 0.4f; float blendOut = 0.4f; float blendOutStart = beforeJump + jump - blendOut; float total = 3.75f; time += delta; Bone root = skeleton.getRootBone(); float speed = 180; if (time > beforeJump + blendIn && time < blendOutStart) speed = 360; root.setX(root.getX() + speed * delta); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.begin(); batch.setColor(Color.GRAY); // This shows how to manage state manually. See AnimationStatesTest. if (time > total) { // restart time = 0; root.setX(-50); } else if (time > beforeJump + jump) { // just walk after jump walkAnimation.apply(skeleton, time, true); } else if (time > blendOutStart) { // blend out jump walkAnimation.apply(skeleton, time, true); jumpAnimation.mix(skeleton, time - beforeJump, false, 1 - (time - blendOutStart) / blendOut); } else if (time > beforeJump + blendIn) { // just jump jumpAnimation.apply(skeleton, time - beforeJump, false); } else if (time > beforeJump) { // blend in jump walkAnimation.apply(skeleton, time, true); jumpAnimation.mix(skeleton, time - beforeJump, false, (time - beforeJump) / blendIn); } else { // just walk before jump walkAnimation.apply(skeleton, time, true); } skeleton.updateWorldTransform(); skeleton.update(Gdx.graphics.getDeltaTime()); skeleton.draw(batch); batch.end(); // skeleton.drawDebug(renderer); } public void resize (int width, int height) { batch.getProjectionMatrix().setToOrtho2D(0, 0, width, height); renderer.setProjectionMatrix(batch.getProjectionMatrix()); } public static void main (String[] args) throws Exception { new LwjglApplication(new MixTest()); } }