mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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150 lines
5.7 KiB
Java
150 lines
5.7 KiB
Java
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* 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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* 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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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
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* THE SPINE RUNTIMES, 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.badlogic.gdx.ApplicationAdapter;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application;
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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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import com.badlogic.gdx.utils.ScreenUtils;
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import com.esotericsoftware.spine.Animation.MixBlend;
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import com.esotericsoftware.spine.Animation.MixDirection;
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/** Demonstrates using the timeline API. See {@link SimpleTest1} for a higher level API using {@link AnimationState}.
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* <p>
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* See: https://esotericsoftware.com/spine-applying-animations */
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public class TimelineApiTest 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 + "-pma.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 + "-ess.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 + "-ess.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(Physics.update);
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skeleton.setPosition(-50, 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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ScreenUtils.clear(0, 0, 0, 0);
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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, 1, MixBlend.first, MixDirection.in, false);
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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, 1, MixBlend.first, MixDirection.in, false);
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jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, 1 - (time - blendOutStart) / blendOut,
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MixBlend.first, MixDirection.in, false);
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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, 1, MixBlend.first, MixDirection.in,
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false);
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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, 1, MixBlend.first, MixDirection.in, false);
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jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, (time - beforeJump) / blendIn,
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MixBlend.first, MixDirection.in, false);
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} else {
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// just walk before jump
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walkAnimation.apply(skeleton, time, time, true, events, 1, MixBlend.first, MixDirection.in, false);
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}
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skeleton.update(delta);
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skeleton.updateWorldTransform(Physics.update);
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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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static public void main (String[] args) throws Exception {
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new Lwjgl3Application(new TimelineApiTest());
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}
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}
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