/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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.lwjgl3.Lwjgl3Application; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.utils.viewport.ScreenViewport; import com.esotericsoftware.spine.utils.SkeletonActor; import com.esotericsoftware.spine.utils.TwoColorPolygonBatch; public class ActorTest extends ApplicationAdapter { Stage stage; TwoColorPolygonBatch batch; SkeletonRenderer renderer; TextureAtlas atlas; Skeleton skeleton; AnimationState state; SkeletonActor skeletonActor; public void create () { batch = new TwoColorPolygonBatch(); stage = new Stage(new ScreenViewport(), batch); Gdx.input.setInputProcessor(stage); renderer = new SkeletonRenderer(); renderer.setPremultipliedAlpha(true); atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy-pma.atlas")); SkeletonJson json = new SkeletonJson(atlas); json.setScale(0.6f); SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy-pro.json")); skeleton = new Skeleton(skeletonData); AnimationStateData stateData = new AnimationStateData(skeletonData); stateData.setMix("run", "jump", 0.2f); stateData.setMix("jump", "run", 0.2f); state = new AnimationState(stateData); state.setTimeScale(0.5f); state.setAnimation(0, "run", true); state.addAnimation(0, "jump", false, 2); state.addAnimation(0, "run", true, 0); skeletonActor = new SkeletonActor(renderer, skeleton, state); stage.addActor(skeletonActor); skeletonActor.setPosition(200, 50); } public void render () { float delta = Gdx.graphics.getDeltaTime(); state.update(delta); state.apply(skeleton); skeleton.update(delta); skeleton.updateWorldTransform(Physics.update); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.draw(); } public void resize (int width, int height) { stage.getViewport().update(width, height, true); } public void dispose () { atlas.dispose(); } static public void main (String[] args) throws Exception { new Lwjgl3Application(new ActorTest()); } }