2019-05-02 11:38:19 +02:00

117 lines
4.6 KiB
Java

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.esotericsoftware.spine.attachments.SkeletonAttachment;
public class SkeletonAttachmentTest extends ApplicationAdapter {
OrthographicCamera camera;
PolygonSpriteBatch batch;
SkeletonRenderer renderer;
Skeleton spineboy, goblin;
AnimationState spineboyState, goblinState;
Bone attachmentBone;
public void create () {
camera = new OrthographicCamera();
batch = new PolygonSpriteBatch();
renderer = new SkeletonRenderer();
renderer.setPremultipliedAlpha(true);
{
TextureAtlas atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy-pma.atlas"));
SkeletonJson json = new SkeletonJson(atlas);
json.setScale(0.6f);
SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy-ess.json"));
spineboy = new Skeleton(skeletonData);
spineboy.setPosition(320, 20);
AnimationStateData stateData = new AnimationStateData(skeletonData);
stateData.setMix("walk", "jump", 0.2f);
stateData.setMix("jump", "walk", 0.2f);
spineboyState = new AnimationState(stateData);
spineboyState.addAnimation(0, "walk", true, 0);
}
{
TextureAtlas atlas = new TextureAtlas(Gdx.files.internal("goblins/goblins-pma.atlas"));
SkeletonJson json = new SkeletonJson(atlas);
SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("goblins/goblins-pro.json"));
goblin = new Skeleton(skeletonData);
goblin.setSkin("goblin");
goblin.setSlotsToSetupPose();
goblinState = new AnimationState(new AnimationStateData(skeletonData));
goblinState.setAnimation(0, "walk", true);
// Instead of a right shoulder, spineboy will have a goblin!
SkeletonAttachment skeletonAttachment = new SkeletonAttachment("goblin");
skeletonAttachment.setSkeleton(goblin);
Slot slot = spineboy.findSlot("front-upper-arm");
slot.setAttachment(skeletonAttachment);
attachmentBone = slot.getBone();
}
}
public void render () {
spineboyState.update(Gdx.graphics.getDeltaTime());
spineboyState.apply(spineboy);
spineboy.updateWorldTransform();
goblinState.update(Gdx.graphics.getDeltaTime());
goblinState.apply(goblin);
goblin.updateWorldTransform(attachmentBone);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
batch.getProjectionMatrix().set(camera.combined);
batch.begin();
renderer.draw(batch, spineboy);
batch.end();
}
public void resize (int width, int height) {
camera.setToOrtho(false);
}
public static void main (String[] args) throws Exception {
new LwjglApplication(new SkeletonAttachmentTest());
}
}