2017-05-24 17:23:30 +02:00

225 lines
7.7 KiB
C#

/******************************************************************************
* 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.
*****************************************************************************/
using System;
using System.IO;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Spine;
namespace Spine {
public class Example : Microsoft.Xna.Framework.Game {
GraphicsDeviceManager graphics;
SkeletonRenderer skeletonRenderer;
Skeleton skeleton;
Slot headSlot;
AnimationState state;
SkeletonBounds bounds = new SkeletonBounds();
#if WINDOWS_STOREAPP
private string assetsFolder = @"Assets\";
#else
private string assetsFolder = "data/";
#endif
public Example () {
IsMouseVisible = true;
graphics = new GraphicsDeviceManager(this);
graphics.IsFullScreen = false;
graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 600;
}
protected override void Initialize () {
// TODO: Add your initialization logic here
base.Initialize();
}
protected override void LoadContent () {
// Two color tint effect, comment line 80 to disable
var spineEffect = Content.Load<Effect>("spine-xna-example-content\\SpineEffect");
spineEffect.Parameters["World"].SetValue(Matrix.Identity);
spineEffect.Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up));
skeletonRenderer = new SkeletonRenderer(GraphicsDevice);
skeletonRenderer.PremultipliedAlpha = false;
skeletonRenderer.Effect = spineEffect;
// String name = "spineboy";
// String name = "goblins-mesh";
// String name = "raptor";
// String name = "tank";
// String name = "coin";
String name = "TwoColorTest";
bool binaryData = false;
Atlas atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice));
float scale = 1;
if (name == "spineboy") scale = 0.6f;
if (name == "raptor") scale = 0.5f;
if (name == "tank") scale = 0.3f;
if (name == "coin") scale = 1;
if (name == "TwoColorTest") scale = 0.5f;
SkeletonData skeletonData;
if (binaryData) {
SkeletonBinary binary = new SkeletonBinary(atlas);
binary.Scale = scale;
skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
} else {
SkeletonJson json = new SkeletonJson(atlas);
json.Scale = scale;
skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
}
skeleton = new Skeleton(skeletonData);
if (name == "goblins-mesh") skeleton.SetSkin("goblin");
// Define mixing between animations.
AnimationStateData stateData = new AnimationStateData(skeleton.Data);
state = new AnimationState(stateData);
if (name == "spineboy") {
stateData.SetMix("run", "jump", 0.2f);
stateData.SetMix("jump", "run", 0.4f);
// Event handling for all animations.
state.Start += Start;
state.End += End;
state.Complete += Complete;
state.Event += Event;
state.SetAnimation(0, "test", false);
TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
entry.End += End; // Event handling for queued animations.
state.AddAnimation(0, "run", true, 0);
}
else if (name == "raptor") {
state.SetAnimation(0, "walk", true);
state.AddAnimation(1, "gungrab", false, 2);
}
else if (name == "coin") {
state.SetAnimation(0, "rotate", true);
}
else if (name == "tank") {
state.SetAnimation(0, "drive", true);
}
else if (name == "TwoColorTest") {
state.SetAnimation(0, "animation", true);
}
else {
state.SetAnimation(0, "walk", true);
}
skeleton.X = 400 + (name == "tank" ? 300: 0);
skeleton.Y = 580 + (name == "TwoColorTest" ? -400 : 0);
skeleton.UpdateWorldTransform();
headSlot = skeleton.FindSlot("head");
}
protected override void UnloadContent () {
// TODO: Unload any non ContentManager content here
}
protected override void Update (GameTime gameTime) {
// TODO: Add your update logic here
#if (!WINDOWS_STOREAPP || WINDOWS_PHONE81) && !IOS
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
#endif
base.Update(gameTime);
}
protected override void Draw (GameTime gameTime) {
GraphicsDevice.Clear(Color.Black);
state.Update(gameTime.ElapsedGameTime.Milliseconds / 1000f);
state.Apply(skeleton);
skeleton.UpdateWorldTransform();
if (skeletonRenderer.Effect is BasicEffect) {
((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0);
} else {
skeletonRenderer.Effect.Parameters["Projection"].SetValue(Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0));
}
skeletonRenderer.Begin();
skeletonRenderer.Draw(skeleton);
skeletonRenderer.End();
bounds.Update(skeleton, true);
MouseState mouse = Mouse.GetState();
if (headSlot != null) {
headSlot.G = 1;
headSlot.B = 1;
if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) {
BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
if (hit != null) {
headSlot.G = 0;
headSlot.B = 0;
}
}
}
base.Draw(gameTime);
}
public void Start (TrackEntry entry) {
#if !WINDOWS_STOREAPP
Console.WriteLine(entry + ": start");
#endif
}
public void End (TrackEntry entry) {
#if !WINDOWS_STOREAPP
Console.WriteLine(entry + ": end");
#endif
}
public void Complete (TrackEntry entry) {
#if !WINDOWS_STOREAPP
Console.WriteLine(entry + ": complete ");
#endif
}
public void Event (TrackEntry entry, Event e) {
#if !WINDOWS_STOREAPP
Console.WriteLine(entry + ": event " + e);
#endif
}
}
}