mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-14 02:58:44 +08:00
125 lines
5.1 KiB
Java
125 lines
5.1 KiB
Java
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, 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 use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* 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 SOFTWARE 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, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* 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.lwjgl.LwjglApplication;
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import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
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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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import com.badlogic.gdx.math.Interpolation;
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import com.esotericsoftware.spine.vertexeffects.SwirlEffect;
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public class VertexEffectTest extends ApplicationAdapter {
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OrthographicCamera camera;
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PolygonSpriteBatch batch;
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SkeletonRenderer renderer;
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SwirlEffect swirl;
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float swirlTime;
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TextureAtlas atlas;
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Skeleton skeleton;
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AnimationState state;
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public void create () {
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camera = new OrthographicCamera();
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batch = new PolygonSpriteBatch(); // Required to render meshes. SpriteBatch can't render meshes.
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renderer = new SkeletonRenderer();
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renderer.setPremultipliedAlpha(true);
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atlas = new TextureAtlas(Gdx.files.internal("raptor/raptor-pma.atlas"));
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SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless.
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json.setScale(0.5f); // Load the skeleton at 50% the size it was in Spine.
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SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("raptor/raptor-pro.json"));
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skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
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skeleton.setPosition(350, 45);
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AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations.
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state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
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state.setTimeScale(0.6f); // Slow all animations down to 60% speed.
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// Queue animations on tracks 0 and 1.
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state.setAnimation(0, "walk", true);
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state.addAnimation(1, "gun-grab", false, 2); // Keys in higher tracks override the pose from lower tracks.
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swirl = new SwirlEffect(400);
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swirl.setCenter(0, 200);
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renderer.setVertexEffect(swirl);
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// renderer.setVertexEffect(new JitterEffect(10, 10));
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}
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public void render () {
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// Update the skeleton and animation time.
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float delta = Gdx.graphics.getDeltaTime();
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skeleton.update(delta);
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state.update(delta);
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swirlTime += delta;
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float percent = swirlTime % 2;
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if (percent > 1) percent = 1 - (percent - 1);
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swirl.setAngle(Interpolation.pow2.apply(-60, 60, percent));
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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state.apply(skeleton); // Poses skeleton using current animations. This sets the bones' local SRT.
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skeleton.updateWorldTransform(); // Uses the bones' local SRT to compute their world SRT.
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// Configure the camera, SpriteBatch, and SkeletonRendererDebug.
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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, skeleton); // Draw the skeleton images.
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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); // Update camera with new size.
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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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LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
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config.width = 800;
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config.height = 600;
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new LwjglApplication(new VertexEffectTest(), config);
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}
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}
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