NathanSweet 7f69300bcc Refactoring: changed references to "bind pose" to "setup pose".
This better matches "setup mode" in the editor and we can be consistent in code and docs from now on.
2013-05-05 12:38:06 +02:00

143 lines
5.0 KiB
Java

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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.backends.lwjgl.LwjglApplicationConfiguration;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
public class MixTest extends ApplicationAdapter {
SpriteBatch batch;
float time;
SkeletonRenderer renderer;
SkeletonRendererDebug debugRenderer;
SkeletonData skeletonData;
Skeleton skeleton;
Animation walkAnimation;
Animation jumpAnimation;
public void create () {
batch = new SpriteBatch();
renderer = new SkeletonRenderer();
debugRenderer = new SkeletonRendererDebug();
final String name = "spineboy";
TextureAtlas atlas = new TextureAtlas(Gdx.files.internal(name + ".atlas"));
if (true) {
SkeletonJson json = new SkeletonJson(atlas);
// json.setScale(2);
skeletonData = json.readSkeletonData(Gdx.files.internal(name + ".json"));
} else {
SkeletonBinary binary = new SkeletonBinary(atlas);
// binary.setScale(2);
skeletonData = binary.readSkeletonData(Gdx.files.internal(name + ".skel"));
}
walkAnimation = skeletonData.findAnimation("walk");
jumpAnimation = skeletonData.findAnimation("jump");
skeleton = new Skeleton(skeletonData);
skeleton.setToSetupPose();
final Bone root = skeleton.getRootBone();
root.x = -50;
root.y = 20;
root.scaleX = 1f;
root.scaleY = 1f;
skeleton.updateWorldTransform();
}
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 = 0.4f;
float blendOut = 0.4f;
float blendOutStart = beforeJump + jump - blendOut;
float total = 3.75f;
time += delta;
Bone root = skeleton.getRootBone();
float speed = 180;
if (time > beforeJump + blendIn && time < blendOutStart) speed = 360;
root.setX(root.getX() + speed * delta);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
// This shows how to manage state manually. See AnimationStatesTest.
if (time > total) {
// restart
time = 0;
root.setX(-50);
} else if (time > beforeJump + jump) {
// just walk after jump
walkAnimation.apply(skeleton, time, true);
} else if (time > blendOutStart) {
// blend out jump
walkAnimation.apply(skeleton, time, true);
jumpAnimation.mix(skeleton, time - beforeJump, false, 1 - (time - blendOutStart) / blendOut);
} else if (time > beforeJump + blendIn) {
// just jump
jumpAnimation.apply(skeleton, time - beforeJump, false);
} else if (time > beforeJump) {
// blend in jump
walkAnimation.apply(skeleton, time, true);
jumpAnimation.mix(skeleton, time - beforeJump, false, (time - beforeJump) / blendIn);
} else {
// just walk before jump
walkAnimation.apply(skeleton, time, true);
}
skeleton.updateWorldTransform();
skeleton.update(Gdx.graphics.getDeltaTime());
batch.begin();
renderer.draw(batch, skeleton);
batch.end();
debugRenderer.draw(batch, 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());
}
}