/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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.esotericsoftware.spine.AnimationState.AnimationStateListener; import com.esotericsoftware.spine.AnimationState.TrackEntry; 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.GL20; 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 SimpleTest2 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(); renderer.setPremultipliedAlpha(true); debugRenderer = new SkeletonRendererDebug(); atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy-pma.atlas")); SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless. json.setScale(0.6f); // Load the skeleton at 60% the size it was in Spine. SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy-ess.json")); skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc). skeleton.setPosition(250, 20); skeleton.setAttachment("head-bb", "head"); // Attach "head" bounding box to "head-bb" slot. bounds = new SkeletonBounds(); // Convenience class to do hit detection with bounding boxes. AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations. stateData.setMix("run", "jump", 0.2f); stateData.setMix("jump", "run", 0.2f); stateData.setMix("jump", "jump", 0); state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc). state.setTimeScale(0.3f); // Slow all animations down to 30% speed. state.addListener(new AnimationStateListener() { public void start (TrackEntry entry) { System.out.println(entry.getTrackIndex() + " start: " + entry); } public void interrupt (TrackEntry entry) { System.out.println(entry.getTrackIndex() + " interrupt: " + entry); } public void end (TrackEntry entry) { System.out.println(entry.getTrackIndex() + " end: " + entry); } public void dispose (TrackEntry entry) { System.out.println(entry.getTrackIndex() + " dispose: " + entry); } public void complete (TrackEntry entry) { System.out.println(entry.getTrackIndex() + " complete: " + entry); } public void event (TrackEntry entry, Event event) { System.out .println(entry.getTrackIndex() + " event: " + entry + ", " + event.getData().getName() + ", " + event.getInt()); } }); // Set animation on track 0. state.setAnimation(0, "run", 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, "run", true, 0); // Queue run to play after jump. return true; } }); } public void render () { state.update(Gdx.graphics.getDeltaTime()); // Update the animation time. Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); if (state.apply(skeleton)) // Poses skeleton using current animations. This sets the bones' local SRT. skeleton.updateWorldTransform(); // Uses the bones' local SRT to compute their world SRT. // Configure the camera, SpriteBatch, and SkeletonRendererDebug. camera.update(); batch.getProjectionMatrix().set(camera.combined); debugRenderer.getShapeRenderer().setProjectionMatrix(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 SimpleTest2()); } }