mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
110 lines
3.8 KiB
Java
110 lines
3.8 KiB
Java
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* 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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* 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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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package com.esotericsoftware.spine;
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import com.badlogic.gdx.ApplicationAdapter;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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import com.badlogic.gdx.scenes.scene2d.Stage;
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import com.badlogic.gdx.utils.viewport.ScreenViewport;
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import com.esotericsoftware.spine.utils.SkeletonActor;
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import com.esotericsoftware.spine.utils.TwoColorPolygonBatch;
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public class ActorTest extends ApplicationAdapter {
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Stage stage;
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TwoColorPolygonBatch batch;
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SkeletonRenderer renderer;
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TextureAtlas atlas;
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Skeleton skeleton;
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AnimationState state;
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SkeletonActor skeletonActor;
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public void create () {
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batch = new TwoColorPolygonBatch();
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stage = new Stage(new ScreenViewport(), batch);
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Gdx.input.setInputProcessor(stage);
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renderer = new SkeletonRenderer();
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renderer.setPremultipliedAlpha(true);
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atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy-pma.atlas"));
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SkeletonJson json = new SkeletonJson(atlas);
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json.setScale(0.6f);
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SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy-pro.json"));
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skeleton = new Skeleton(skeletonData);
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AnimationStateData stateData = new AnimationStateData(skeletonData);
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stateData.setMix("run", "jump", 0.2f);
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stateData.setMix("jump", "run", 0.2f);
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state = new AnimationState(stateData);
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state.setTimeScale(0.5f);
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state.setAnimation(0, "run", true);
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state.addAnimation(0, "jump", false, 2);
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state.addAnimation(0, "run", true, 0);
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skeletonActor = new SkeletonActor(renderer, skeleton, state);
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stage.addActor(skeletonActor);
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skeletonActor.setPosition(200, 50);
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}
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public void render () {
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float delta = Gdx.graphics.getDeltaTime();
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state.update(delta);
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state.apply(skeleton);
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skeleton.update(delta);
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skeleton.updateWorldTransform(Physics.update);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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stage.draw();
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}
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public void resize (int width, int height) {
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stage.getViewport().update(width, height, true);
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}
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public void dispose () {
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atlas.dispose();
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}
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public static void main (String[] args) throws Exception {
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new Lwjgl3Application(new ActorTest());
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}
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}
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