mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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This better matches "setup mode" in the editor and we can be consistent in code and docs from now on.
143 lines
5.0 KiB
Java
143 lines
5.0 KiB
Java
/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY 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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY 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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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
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* SOFTWARE, 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.lwjgl.LwjglApplication;
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import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.GL10;
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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.graphics.glutils.ShapeRenderer;
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public class MixTest extends ApplicationAdapter {
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SpriteBatch batch;
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float time;
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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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debugRenderer = new SkeletonRendererDebug();
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final String name = "spineboy";
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TextureAtlas atlas = new TextureAtlas(Gdx.files.internal(name + ".atlas"));
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if (true) {
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SkeletonJson json = new SkeletonJson(atlas);
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// json.setScale(2);
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skeletonData = json.readSkeletonData(Gdx.files.internal(name + ".json"));
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} else {
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SkeletonBinary binary = new SkeletonBinary(atlas);
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// binary.setScale(2);
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skeletonData = binary.readSkeletonData(Gdx.files.internal(name + ".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.setToSetupPose();
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final Bone root = skeleton.getRootBone();
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root.x = -50;
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root.y = 20;
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root.scaleX = 1f;
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root.scaleY = 1f;
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skeleton.updateWorldTransform();
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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 = 0.4f;
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float blendOut = 0.4f;
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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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Bone root = skeleton.getRootBone();
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float speed = 180;
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if (time > beforeJump + blendIn && time < blendOutStart) speed = 360;
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root.setX(root.getX() + speed * delta);
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Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
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// This shows how to manage state manually. See AnimationStatesTest.
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if (time > total) {
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// restart
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time = 0;
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root.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, true);
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} else if (time > blendOutStart) {
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// blend out jump
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walkAnimation.apply(skeleton, time, true);
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jumpAnimation.mix(skeleton, time - beforeJump, false, 1 - (time - blendOutStart) / blendOut);
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} else if (time > beforeJump + blendIn) {
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// just jump
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jumpAnimation.apply(skeleton, time - beforeJump, false);
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} else if (time > beforeJump) {
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// blend in jump
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walkAnimation.apply(skeleton, time, true);
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jumpAnimation.mix(skeleton, time - beforeJump, false, (time - beforeJump) / blendIn);
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} else {
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// just walk before jump
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walkAnimation.apply(skeleton, time, true);
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}
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skeleton.updateWorldTransform();
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skeleton.update(Gdx.graphics.getDeltaTime());
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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(batch, 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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public static void main (String[] args) throws Exception {
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new LwjglApplication(new MixTest());
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}
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}
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