mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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168 lines
5.6 KiB
C#
168 lines
5.6 KiB
C#
/******************************************************************************
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* Spine Runtime Software License - Version 1.0
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*
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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 in whole or in part, with
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* or without modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. A Spine Single User License or Spine Professional License must be
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* purchased from Esoteric Software and the license must remain valid:
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* http://esotericsoftware.com/
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* 2. Redistributions of source code must retain this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer.
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* 3. Redistributions in binary form must reproduce this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer, in the documentation and/or other materials provided with the
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* 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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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.GamerServices;
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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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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 = 640;
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graphics.PreferredBackBufferHeight = 480;
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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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skeletonRenderer = new SkeletonRenderer(GraphicsDevice);
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String name = "spineboy"; // "goblins";
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Atlas atlas = new Atlas("data/" + name + ".atlas", new XnaTextureLoader(GraphicsDevice));
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SkeletonJson json = new SkeletonJson(atlas);
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skeleton = new Skeleton(json.ReadSkeletonData("data/" + name + ".json"));
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if (name == "goblins") skeleton.SetSkin("goblingirl");
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skeleton.SetSlotsToSetupPose(); // Without this the skin attachments won't be attached. See SetSkin.
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// Define mixing between animations.
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AnimationStateData stateData = new AnimationStateData(skeleton.Data);
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if (name == "spineboy") {
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stateData.SetMix("walk", "jump", 0.2f);
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stateData.SetMix("jump", "walk", 0.4f);
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}
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state = new AnimationState(stateData);
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if (true) {
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// Event handling for all animations.
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state.Start += new EventHandler(Start);
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state.End += new EventHandler(End);
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state.Complete += new EventHandler<CompleteArgs>(Complete);
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state.Event += new EventHandler<EventTriggeredArgs>(Event);
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state.SetAnimation("drawOrder", true);
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} else {
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state.SetAnimation("walk", false);
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QueueEntry entry = state.AddAnimation("jump", false);
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entry.End += new EventHandler(End); // Event handling for queued animations.
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state.AddAnimation("walk", true);
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}
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skeleton.X = 320;
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skeleton.Y = 440;
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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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// Allows the game to exit
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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this.Exit();
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// TODO: Add your update logic here
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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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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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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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base.Draw(gameTime);
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}
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public void Start (object sender, EventArgs e) {
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Console.WriteLine(state + ": start");
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}
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public void End (object sender, EventArgs e) {
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Console.WriteLine(state + ": end");
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}
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public void Complete (object sender, CompleteArgs e) {
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Console.WriteLine(state + ": complete " + e.LoopCount);
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}
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public void Event (object sender, EventTriggeredArgs e) {
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Console.WriteLine(state + ": event " + e.Event);
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}
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}
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}
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