mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
143 lines
5.2 KiB
Java
143 lines
5.2 KiB
Java
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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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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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* 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.badlogic.gdx.ApplicationAdapter;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
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import com.badlogic.gdx.graphics.GL20;
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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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import com.badlogic.gdx.utils.Array;
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public class MixTest extends ApplicationAdapter {
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SpriteBatch batch;
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float time;
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Array<Event> events = new Array();
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SkeletonRenderer renderer;
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SkeletonRendererDebug debugRenderer;
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SkeletonData skeletonData;
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Skeleton skeleton;
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Animation walkAnimation;
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Animation jumpAnimation;
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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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renderer.setPremultipliedAlpha(true);
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debugRenderer = new SkeletonRendererDebug();
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final String name = "spineboy/spineboy";
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TextureAtlas atlas = new TextureAtlas(Gdx.files.internal(name + ".atlas"));
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if (true) {
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SkeletonJson json = new SkeletonJson(atlas);
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json.setScale(0.6f);
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skeletonData = json.readSkeletonData(Gdx.files.internal(name + ".json"));
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} else {
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SkeletonBinary binary = new SkeletonBinary(atlas);
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binary.setScale(0.6f);
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skeletonData = binary.readSkeletonData(Gdx.files.internal(name + ".skel"));
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}
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walkAnimation = skeletonData.findAnimation("walk");
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jumpAnimation = skeletonData.findAnimation("jump");
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skeleton = new Skeleton(skeletonData);
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skeleton.updateWorldTransform();
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skeleton.setX(-50);
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skeleton.setY(20);
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}
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public void render () {
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float delta = Gdx.graphics.getDeltaTime() * 0.25f; // Reduced to make mixing easier to see.
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float jump = jumpAnimation.getDuration();
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float beforeJump = 1f;
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float blendIn = 0.2f;
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float blendOut = 0.2f;
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float blendOutStart = beforeJump + jump - blendOut;
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float total = 3.75f;
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time += delta;
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float speed = 180;
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if (time > beforeJump + blendIn && time < blendOutStart) speed = 360;
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skeleton.setX(skeleton.getX() + speed * delta);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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// This shows how to manage state manually. See SimpleTest1 for a higher level API using AnimationState.
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if (time > total) {
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// restart
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time = 0;
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skeleton.setX(-50);
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} else if (time > beforeJump + jump) {
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// just walk after jump
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walkAnimation.apply(skeleton, time, time, true, events);
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} else if (time > blendOutStart) {
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// blend out jump
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walkAnimation.apply(skeleton, time, time, true, events);
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jumpAnimation.mix(skeleton, time - beforeJump, time - beforeJump, false, events, 1 - (time - blendOutStart) / blendOut);
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} else if (time > beforeJump + blendIn) {
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// just jump
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jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events);
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} else if (time > beforeJump) {
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// blend in jump
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walkAnimation.apply(skeleton, time, time, true, events);
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jumpAnimation.mix(skeleton, time - beforeJump, time - beforeJump, false, events, (time - beforeJump) / blendIn);
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} else {
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// just walk before jump
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walkAnimation.apply(skeleton, time, time, true, events);
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}
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skeleton.updateWorldTransform();
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skeleton.update(Gdx.graphics.getDeltaTime());
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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 static void main (String[] args) throws Exception {
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new LwjglApplication(new MixTest());
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}
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}
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