mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
122 lines
4.7 KiB
Java
122 lines
4.7 KiB
Java
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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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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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source 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 SOFTARE 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; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* 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.esotericsoftware.spine.AnimationState.AnimationStateAdapter;
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import com.esotericsoftware.spine.attachments.SkeletonAttachment;
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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.lwjgl.LwjglApplication;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.OrthographicCamera;
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import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
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import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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public class SkeletonAttachmentTest extends ApplicationAdapter {
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OrthographicCamera camera;
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PolygonSpriteBatch batch;
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SkeletonRenderer renderer;
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Skeleton spineboy, goblin;
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AnimationState spineboyState, goblinState;
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public void create () {
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camera = new OrthographicCamera();
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batch = new PolygonSpriteBatch();
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renderer = new SkeletonRenderer();
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renderer.setPremultipliedAlpha(true);
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{
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TextureAtlas atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy.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.json"));
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spineboy = new Skeleton(skeletonData);
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spineboy.setPosition(320, 20);
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AnimationStateData stateData = new AnimationStateData(skeletonData);
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stateData.setMix("walk", "jump", 0.2f);
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stateData.setMix("jump", "walk", 0.2f);
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spineboyState = new AnimationState(stateData);
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new AnimationStateAdapter() {
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public void start (int trackIndex) {
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spineboyState.addAnimation(0, "walk", true, 0);
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spineboyState.addAnimation(0, "jump", false, 3).setListener(this);
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}
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}.start(0);
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}
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{
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TextureAtlas atlas = new TextureAtlas(Gdx.files.internal("goblins/goblins-ffd.atlas"));
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SkeletonJson json = new SkeletonJson(atlas);
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SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("goblins/goblins-ffd.json"));
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goblin = new Skeleton(skeletonData);
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goblin.setSkin("goblin");
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goblin.setSlotsToSetupPose();
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goblinState = new AnimationState(new AnimationStateData(skeletonData));
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goblinState.setAnimation(0, "walk", true);
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// Instead of a right shoulder, spineboy will have a goblin!
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SkeletonAttachment skeletonAttachment = new SkeletonAttachment("goblin");
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skeletonAttachment.setSkeleton(goblin);
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spineboy.findSlot("front_upper_arm").setAttachment(skeletonAttachment);
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}
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}
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public void render () {
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spineboyState.update(Gdx.graphics.getDeltaTime());
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spineboyState.apply(spineboy);
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spineboy.updateWorldTransform();
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goblinState.update(Gdx.graphics.getDeltaTime());
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goblinState.apply(goblin);
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goblin.updateWorldTransform();
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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camera.update();
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batch.getProjectionMatrix().set(camera.combined);
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batch.begin();
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renderer.draw(batch, spineboy);
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batch.end();
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}
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public void resize (int width, int height) {
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camera.setToOrtho(false);
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}
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public static void main (String[] args) throws Exception {
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new LwjglApplication(new SkeletonAttachmentTest());
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}
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}
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