146 lines
5.8 KiB
Java

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, 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.lwjgl.LwjglApplication;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.utils.Array;
import com.esotericsoftware.spine.Animation.MixDirection;
import com.esotericsoftware.spine.Animation.MixPose;
public class MixTest extends ApplicationAdapter {
SpriteBatch batch;
float time;
Array<Event> events = new Array();
SkeletonRenderer renderer;
SkeletonRendererDebug debugRenderer;
SkeletonData skeletonData;
Skeleton skeleton;
Animation walkAnimation;
Animation jumpAnimation;
public void create () {
batch = new SpriteBatch();
renderer = new SkeletonRenderer();
renderer.setPremultipliedAlpha(true);
debugRenderer = new SkeletonRendererDebug();
final String name = "spineboy/spineboy";
TextureAtlas atlas = new TextureAtlas(Gdx.files.internal(name + "-pma.atlas"));
if (true) {
SkeletonJson json = new SkeletonJson(atlas);
json.setScale(0.6f);
skeletonData = json.readSkeletonData(Gdx.files.internal(name + ".json"));
} else {
SkeletonBinary binary = new SkeletonBinary(atlas);
binary.setScale(0.6f);
skeletonData = binary.readSkeletonData(Gdx.files.internal(name + ".skel"));
}
walkAnimation = skeletonData.findAnimation("walk");
jumpAnimation = skeletonData.findAnimation("jump");
skeleton = new Skeleton(skeletonData);
skeleton.updateWorldTransform();
skeleton.setPosition(-50, 20);
}
public void render () {
float delta = Gdx.graphics.getDeltaTime() * 0.25f; // Reduced to make mixing easier to see.
float jump = jumpAnimation.getDuration();
float beforeJump = 1f;
float blendIn = 0.2f;
float blendOut = 0.2f;
float blendOutStart = beforeJump + jump - blendOut;
float total = 3.75f;
time += delta;
float speed = 180;
if (time > beforeJump + blendIn && time < blendOutStart) speed = 360;
skeleton.setX(skeleton.getX() + speed * delta);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
// This shows how to manage state manually. See SimpleTest1 for a higher level API using AnimationState.
if (time > total) {
// restart
time = 0;
skeleton.setX(-50);
} else if (time > beforeJump + jump) {
// just walk after jump
walkAnimation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in);
} else if (time > blendOutStart) {
// blend out jump
walkAnimation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in);
jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, 1 - (time - blendOutStart) / blendOut,
MixPose.current, MixDirection.in);
} else if (time > beforeJump + blendIn) {
// just jump
jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, 1, MixPose.current, MixDirection.in);
} else if (time > beforeJump) {
// blend in jump
walkAnimation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in);
jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, (time - beforeJump) / blendIn,
MixPose.current, MixDirection.in);
} else {
// just walk before jump
walkAnimation.apply(skeleton, time, time, true, events, 1, MixPose.current, MixDirection.in);
}
skeleton.updateWorldTransform();
skeleton.update(Gdx.graphics.getDeltaTime());
batch.begin();
renderer.draw(batch, skeleton);
batch.end();
debugRenderer.draw(skeleton);
}
public void resize (int width, int height) {
batch.getProjectionMatrix().setToOrtho2D(0, 0, width, height);
debugRenderer.getShapeRenderer().setProjectionMatrix(batch.getProjectionMatrix());
}
public static void main (String[] args) throws Exception {
new LwjglApplication(new MixTest());
}
}