2025-04-15 12:09:40 -04:00

110 lines
3.8 KiB
Java

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, 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.lwjgl3.Lwjgl3Application;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
import com.esotericsoftware.spine.utils.SkeletonActor;
import com.esotericsoftware.spine.utils.TwoColorPolygonBatch;
public class ActorTest extends ApplicationAdapter {
Stage stage;
TwoColorPolygonBatch batch;
SkeletonRenderer renderer;
TextureAtlas atlas;
Skeleton skeleton;
AnimationState state;
SkeletonActor skeletonActor;
public void create () {
batch = new TwoColorPolygonBatch();
stage = new Stage(new ScreenViewport(), batch);
Gdx.input.setInputProcessor(stage);
renderer = new SkeletonRenderer();
renderer.setPremultipliedAlpha(true);
atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy-pma.atlas"));
SkeletonJson json = new SkeletonJson(atlas);
json.setScale(0.6f);
SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy-pro.json"));
skeleton = new Skeleton(skeletonData);
AnimationStateData stateData = new AnimationStateData(skeletonData);
stateData.setMix("run", "jump", 0.2f);
stateData.setMix("jump", "run", 0.2f);
state = new AnimationState(stateData);
state.setTimeScale(0.5f);
state.setAnimation(0, "run", true);
state.addAnimation(0, "jump", false, 2);
state.addAnimation(0, "run", true, 0);
skeletonActor = new SkeletonActor(renderer, skeleton, state);
stage.addActor(skeletonActor);
skeletonActor.setPosition(200, 50);
}
public void render () {
float delta = Gdx.graphics.getDeltaTime();
state.update(delta);
state.apply(skeleton);
skeleton.update(delta);
skeleton.updateWorldTransform(Physics.update);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.draw();
}
public void resize (int width, int height) {
stage.getViewport().update(width, height, true);
}
public void dispose () {
atlas.dispose();
}
public static void main (String[] args) throws Exception {
new Lwjgl3Application(new ActorTest());
}
}