mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
225 lines
7.7 KiB
C#
225 lines
7.7 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.IO;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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using Spine;
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namespace Spine {
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public class Example : Microsoft.Xna.Framework.Game {
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GraphicsDeviceManager graphics;
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SkeletonRenderer skeletonRenderer;
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Skeleton skeleton;
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Slot headSlot;
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AnimationState state;
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SkeletonBounds bounds = new SkeletonBounds();
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#if WINDOWS_STOREAPP
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private string assetsFolder = @"Assets\";
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#else
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private string assetsFolder = "data/";
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#endif
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public Example () {
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IsMouseVisible = true;
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graphics = new GraphicsDeviceManager(this);
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graphics.IsFullScreen = false;
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graphics.PreferredBackBufferWidth = 800;
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graphics.PreferredBackBufferHeight = 600;
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}
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protected override void Initialize () {
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// TODO: Add your initialization logic here
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base.Initialize();
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}
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protected override void LoadContent () {
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// Two color tint effect, comment line 80 to disable
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var spineEffect = Content.Load<Effect>("spine-xna-example-content\\SpineEffect");
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spineEffect.Parameters["World"].SetValue(Matrix.Identity);
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spineEffect.Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up));
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skeletonRenderer = new SkeletonRenderer(GraphicsDevice);
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skeletonRenderer.PremultipliedAlpha = false;
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skeletonRenderer.Effect = spineEffect;
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// String name = "spineboy";
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// String name = "goblins-mesh";
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// String name = "raptor";
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// String name = "tank";
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// String name = "coin";
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String name = "TwoColorTest";
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bool binaryData = false;
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Atlas atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice));
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float scale = 1;
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if (name == "spineboy") scale = 0.6f;
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if (name == "raptor") scale = 0.5f;
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if (name == "tank") scale = 0.3f;
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if (name == "coin") scale = 1;
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if (name == "TwoColorTest") scale = 0.5f;
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SkeletonData skeletonData;
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if (binaryData) {
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SkeletonBinary binary = new SkeletonBinary(atlas);
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binary.Scale = scale;
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skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
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} else {
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SkeletonJson json = new SkeletonJson(atlas);
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json.Scale = scale;
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skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
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}
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skeleton = new Skeleton(skeletonData);
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if (name == "goblins-mesh") skeleton.SetSkin("goblin");
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// Define mixing between animations.
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AnimationStateData stateData = new AnimationStateData(skeleton.Data);
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state = new AnimationState(stateData);
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if (name == "spineboy") {
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stateData.SetMix("run", "jump", 0.2f);
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stateData.SetMix("jump", "run", 0.4f);
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// Event handling for all animations.
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state.Start += Start;
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state.End += End;
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state.Complete += Complete;
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state.Event += Event;
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state.SetAnimation(0, "test", false);
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TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
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entry.End += End; // Event handling for queued animations.
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state.AddAnimation(0, "run", true, 0);
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}
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else if (name == "raptor") {
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state.SetAnimation(0, "walk", true);
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state.AddAnimation(1, "gungrab", false, 2);
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}
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else if (name == "coin") {
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state.SetAnimation(0, "rotate", true);
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}
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else if (name == "tank") {
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state.SetAnimation(0, "drive", true);
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}
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else if (name == "TwoColorTest") {
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state.SetAnimation(0, "animation", true);
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}
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else {
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state.SetAnimation(0, "walk", true);
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}
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skeleton.X = 400 + (name == "tank" ? 300: 0);
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skeleton.Y = 580 + (name == "TwoColorTest" ? -400 : 0);
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skeleton.UpdateWorldTransform();
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headSlot = skeleton.FindSlot("head");
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}
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protected override void UnloadContent () {
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// TODO: Unload any non ContentManager content here
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}
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protected override void Update (GameTime gameTime) {
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// TODO: Add your update logic here
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#if (!WINDOWS_STOREAPP || WINDOWS_PHONE81) && !IOS
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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this.Exit();
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#endif
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base.Update(gameTime);
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}
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protected override void Draw (GameTime gameTime) {
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GraphicsDevice.Clear(Color.Black);
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state.Update(gameTime.ElapsedGameTime.Milliseconds / 1000f);
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state.Apply(skeleton);
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skeleton.UpdateWorldTransform();
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if (skeletonRenderer.Effect is BasicEffect) {
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((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0);
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} else {
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skeletonRenderer.Effect.Parameters["Projection"].SetValue(Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0));
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}
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skeletonRenderer.Begin();
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skeletonRenderer.Draw(skeleton);
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skeletonRenderer.End();
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bounds.Update(skeleton, true);
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MouseState mouse = Mouse.GetState();
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if (headSlot != null) {
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headSlot.G = 1;
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headSlot.B = 1;
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if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) {
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BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
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if (hit != null) {
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headSlot.G = 0;
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headSlot.B = 0;
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}
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}
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}
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base.Draw(gameTime);
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}
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public void Start (TrackEntry entry) {
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#if !WINDOWS_STOREAPP
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Console.WriteLine(entry + ": start");
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#endif
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}
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public void End (TrackEntry entry) {
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#if !WINDOWS_STOREAPP
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Console.WriteLine(entry + ": end");
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#endif
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}
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public void Complete (TrackEntry entry) {
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#if !WINDOWS_STOREAPP
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Console.WriteLine(entry + ": complete ");
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#endif
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}
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public void Event (TrackEntry entry, Event e) {
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#if !WINDOWS_STOREAPP
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Console.WriteLine(entry + ": event " + e);
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#endif
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}
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}
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}
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