mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 17:56:04 +08:00
137 lines
4.6 KiB
Java
137 lines
4.6 KiB
Java
/******************************************************************************
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* Spine Runtime Software License - Version 1.0
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms in whole or in part, with
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* or without modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. A Spine Single User License or Spine Professional License must be
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* purchased from Esoteric Software and the license must remain valid:
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* http://esotericsoftware.com/
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* 2. Redistributions of source code must retain this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer.
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* 3. Redistributions in binary form must reproduce this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer, in the documentation and/or other materials provided with the
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* distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package com.esotericsoftware.spine;
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import com.esotericsoftware.spine.AnimationState.AnimationStateListener;
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import com.badlogic.gdx.ApplicationAdapter;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.InputAdapter;
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import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
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import com.badlogic.gdx.graphics.GL10;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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public class AnimationStateTest extends ApplicationAdapter {
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SpriteBatch batch;
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SkeletonRenderer renderer;
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SkeletonRendererDebug debugRenderer;
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TextureAtlas atlas;
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Skeleton skeleton;
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AnimationState state;
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public void create () {
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batch = new SpriteBatch();
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renderer = new SkeletonRenderer();
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debugRenderer = new SkeletonRendererDebug();
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atlas = new TextureAtlas(Gdx.files.internal("spineboy.atlas"));
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SkeletonJson json = new SkeletonJson(atlas);
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SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy.json"));
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// Define mixing between animations.
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AnimationStateData stateData = new AnimationStateData(skeletonData);
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stateData.setMix("walk", "jump", 0.2f);
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stateData.setMix("jump", "walk", 0.4f);
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stateData.setMix("jump", "jump", 0.2f);
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state = new AnimationState(stateData);
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state.addListener(new AnimationStateListener() {
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public void event (Event event) {
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System.out.println("Event: " + event.getData().getName());
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}
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public void complete (int loopCount) {
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System.out.println("Complete: " + state.getAnimation() + ", " + loopCount);
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}
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public void start () {
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System.out.println("Start: " + state.getAnimation());
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}
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public void end () {
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System.out.println("End: " + state.getAnimation());
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}
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});
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state.setAnimation("walk", true);
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skeleton = new Skeleton(skeletonData);
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skeleton.setX(250);
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skeleton.setY(20);
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skeleton.updateWorldTransform();
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Gdx.input.setInputProcessor(new InputAdapter() {
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public boolean touchDown (int screenX, int screenY, int pointer, int button) {
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keyDown(0);
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return true;
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}
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public boolean keyDown (int keycode) {
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state.setAnimation("jump", false);
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state.addAnimation("walk", true);
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return true;
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}
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});
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}
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public void render () {
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state.update(Gdx.graphics.getDeltaTime() / 3);
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Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
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state.apply(skeleton);
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skeleton.updateWorldTransform();
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batch.begin();
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renderer.draw(batch, skeleton);
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batch.end();
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debugRenderer.draw(skeleton);
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}
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public void resize (int width, int height) {
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batch.getProjectionMatrix().setToOrtho2D(0, 0, width, height);
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debugRenderer.getShapeRenderer().setProjectionMatrix(batch.getProjectionMatrix());
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}
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public void dispose () {
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atlas.dispose();
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}
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public static void main (String[] args) throws Exception {
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new LwjglApplication(new AnimationStateTest());
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}
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}
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