/****************************************************************************** * 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.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.utils.ScreenUtils; import com.esotericsoftware.spine.attachments.SkeletonAttachment; /** Demonstrates using {@link SkeletonAttachment} to use an entire skeleton as an attachment. */ public class SkeletonAttachmentTest extends ApplicationAdapter { OrthographicCamera camera; PolygonSpriteBatch batch; SkeletonRenderer renderer; Skeleton spineboy, goblin; AnimationState spineboyState, goblinState; BonePose attachmentBone; public void create () { camera = new OrthographicCamera(); batch = new PolygonSpriteBatch(); renderer = new SkeletonRenderer(); renderer.setPremultipliedAlpha(true); { TextureAtlas 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-ess.json")); spineboy = new Skeleton(skeletonData); spineboy.setPosition(320, 20); AnimationStateData stateData = new AnimationStateData(skeletonData); stateData.setMix("walk", "jump", 0.2f); stateData.setMix("jump", "walk", 0.2f); spineboyState = new AnimationState(stateData); spineboyState.addAnimation(0, "walk", true, 0); } { TextureAtlas atlas = new TextureAtlas(Gdx.files.internal("goblins/goblins-pma.atlas")); SkeletonJson json = new SkeletonJson(atlas); SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("goblins/goblins-pro.json")); goblin = new Skeleton(skeletonData); goblin.setSkin("goblin"); goblin.setupPoseSlots(); goblinState = new AnimationState(new AnimationStateData(skeletonData)); goblinState.setAnimation(0, "walk", true); // Instead of a right shoulder, spineboy will have a goblin! SkeletonAttachment skeletonAttachment = new SkeletonAttachment("goblin"); skeletonAttachment.setSkeleton(goblin); Slot slot = spineboy.findSlot("front-upper-arm"); slot.getPose().setAttachment(skeletonAttachment); attachmentBone = slot.getBone().getAppliedPose(); } } public void render () { float delta = Gdx.graphics.getDeltaTime(); spineboyState.update(delta); spineboyState.apply(spineboy); spineboy.update(delta); spineboy.updateWorldTransform(Physics.update); goblinState.update(Gdx.graphics.getDeltaTime()); goblinState.apply(goblin); goblin.update(delta); goblin.updateWorldTransform(Physics.update, attachmentBone); ScreenUtils.clear(0, 0, 0, 0); camera.update(); batch.getProjectionMatrix().set(camera.combined); batch.begin(); renderer.draw(batch, spineboy); batch.end(); } public void resize (int width, int height) { camera.setToOrtho(false); } public static void main (String[] args) throws Exception { new Lwjgl3Application(new SkeletonAttachmentTest()); } }