2013-04-02 18:45:59 +02:00

106 lines
3.8 KiB
Java

/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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.GL10;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
public class AnimationStateTest extends ApplicationAdapter {
SpriteBatch batch;
ShapeRenderer renderer;
TextureAtlas atlas;
Skeleton skeleton;
Animation walkAnimation;
Animation jumpAnimation;
Bone root;
AnimationState state;
public void create () {
batch = new SpriteBatch();
renderer = new ShapeRenderer();
atlas = new TextureAtlas(Gdx.files.internal("spineboy.atlas"));
SkeletonJson json = new SkeletonJson(atlas);
SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy-skeleton.json"));
walkAnimation = json.readAnimation(Gdx.files.internal("spineboy-walk.json"), skeletonData);
jumpAnimation = json.readAnimation(Gdx.files.internal("spineboy-jump.json"), skeletonData);
// Define mixing between animations.
AnimationStateData mixing = new AnimationStateData();
mixing.setMix(walkAnimation, jumpAnimation, 0.4f);
mixing.setMix(jumpAnimation, walkAnimation, 0.4f);
state = new AnimationState(mixing);
state.setAnimation(walkAnimation, true);
skeleton = new Skeleton(skeletonData);
root = skeleton.getRootBone();
root.setX(250);
root.setY(20);
skeleton.updateWorldTransform();
}
public void render () {
state.update(Gdx.graphics.getDeltaTime() / 3);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.begin();
state.apply(skeleton);
if (state.getAnimation() == walkAnimation) {
// After one second, change the current animation. Mixing is done by AnimationState for you.
if (state.getTime() > 2) state.setAnimation(jumpAnimation, false);
} else {
if (state.getTime() > 1) state.setAnimation(walkAnimation, true);
}
skeleton.updateWorldTransform();
skeleton.draw(batch);
batch.end();
}
public void resize (int width, int height) {
batch.getProjectionMatrix().setToOrtho2D(0, 0, width, height);
renderer.setProjectionMatrix(batch.getProjectionMatrix());
}
public void dispose () {
atlas.dispose();
}
public static void main (String[] args) throws Exception {
new LwjglApplication(new AnimationStateTest());
}
}