AKnopf 0e17a170b6 Update Example: Positioning of Skeleton
Its better to set X and Y of the skeleton then setting X and Y of the root bone.
2013-06-20 19:09:04 +02:00

114 lines
4.0 KiB
C#

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using System;
using System.IO;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Spine;
namespace Spine {
public class Example : Microsoft.Xna.Framework.Game {
GraphicsDeviceManager graphics;
SkeletonRenderer skeletonRenderer;
Skeleton skeleton;
AnimationState state;
public Example () {
graphics = new GraphicsDeviceManager(this);
graphics.IsFullScreen = false;
graphics.PreferredBackBufferWidth = 640;
graphics.PreferredBackBufferHeight = 480;
}
protected override void Initialize () {
// TODO: Add your initialization logic here
base.Initialize();
}
protected override void LoadContent () {
skeletonRenderer = new SkeletonRenderer(GraphicsDevice);
String name = "spineboy"; // "goblins";
Atlas atlas = new Atlas("data/" + name + ".atlas", new XnaTextureLoader(GraphicsDevice));
SkeletonJson json = new SkeletonJson(atlas);
skeleton = new Skeleton(json.ReadSkeletonData("data/" + name + ".json"));
if (name == "goblins") skeleton.SetSkin("goblingirl");
skeleton.SetSlotsToSetupPose(); // Without this the skin attachments won't be attached. See SetSkin.
// Define mixing between animations.
AnimationStateData stateData = new AnimationStateData(skeleton.Data);
if (name == "spineboy") {
stateData.SetMix("walk", "jump", 0.2f);
stateData.SetMix("jump", "walk", 0.4f);
}
state = new AnimationState(stateData);
state.SetAnimation("walk", false);
state.AddAnimation("jump", false);
state.AddAnimation("walk", true);
skeleton.X = 320;
skeleton.Y = 440;
skeleton.UpdateWorldTransform();
}
protected override void UnloadContent () {
// TODO: Unload any non ContentManager content here
}
protected override void Update (GameTime gameTime) {
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
protected override void Draw (GameTime gameTime) {
GraphicsDevice.Clear(Color.Black);
state.Update(gameTime.ElapsedGameTime.Milliseconds / 1000f);
state.Apply(skeleton);
skeleton.UpdateWorldTransform();
skeletonRenderer.Begin();
skeletonRenderer.Draw(skeleton);
skeletonRenderer.End();
base.Draw(gameTime);
}
}
}