mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
176 lines
7.2 KiB
Java
176 lines
7.2 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.esotericsoftware.spine.AnimationState.AnimationStateListener;
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import com.esotericsoftware.spine.AnimationState.TrackEntry;
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import com.esotericsoftware.spine.attachments.BoundingBoxAttachment;
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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.InputAdapter;
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import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
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import com.badlogic.gdx.graphics.Color;
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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.SpriteBatch;
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import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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import com.badlogic.gdx.math.Vector3;
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public class SimpleTest2 extends ApplicationAdapter {
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OrthographicCamera camera;
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SpriteBatch batch;
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SkeletonRenderer renderer;
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SkeletonRendererDebug debugRenderer;
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TextureAtlas atlas;
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Skeleton skeleton;
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SkeletonBounds bounds;
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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 SpriteBatch();
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renderer = new SkeletonRenderer();
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renderer.setPremultipliedAlpha(true);
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debugRenderer = new SkeletonRendererDebug();
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atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy-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(0.6f); // Load the skeleton at 60% the size it was in Spine.
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SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy-ess.json"));
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skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
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skeleton.setPosition(250, 20);
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skeleton.setAttachment("head-bb", "head"); // Attach "head" bounding box to "head-bb" slot.
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bounds = new SkeletonBounds(); // Convenience class to do hit detection with bounding boxes.
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AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations.
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stateData.setMix("run", "jump", 0.2f);
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stateData.setMix("jump", "run", 0.2f);
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stateData.setMix("jump", "jump", 0);
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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(0.3f); // Slow all animations down to 30% speed.
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state.addListener(new AnimationStateListener() {
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public void start (TrackEntry entry) {
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System.out.println(entry.getTrackIndex() + " start: " + entry);
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}
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public void interrupt (TrackEntry entry) {
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System.out.println(entry.getTrackIndex() + " interrupt: " + entry);
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}
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public void end (TrackEntry entry) {
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System.out.println(entry.getTrackIndex() + " end: " + entry);
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}
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public void dispose (TrackEntry entry) {
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System.out.println(entry.getTrackIndex() + " dispose: " + entry);
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}
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public void complete (TrackEntry entry) {
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System.out.println(entry.getTrackIndex() + " complete: " + entry);
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}
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public void event (TrackEntry entry, Event event) {
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System.out
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.println(entry.getTrackIndex() + " event: " + entry + ", " + event.getData().getName() + ", " + event.getInt());
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}
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});
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// Set animation on track 0.
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state.setAnimation(0, "run", true);
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Gdx.input.setInputProcessor(new InputAdapter() {
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final Vector3 point = new Vector3();
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public boolean touchDown (int screenX, int screenY, int pointer, int button) {
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camera.unproject(point.set(screenX, screenY, 0)); // Convert window to world coordinates.
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bounds.update(skeleton, true); // Update SkeletonBounds with current skeleton bounding box positions.
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if (bounds.aabbContainsPoint(point.x, point.y)) { // Check if inside AABB first. This check is fast.
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BoundingBoxAttachment hit = bounds.containsPoint(point.x, point.y); // Check if inside a bounding box.
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if (hit != null) {
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System.out.println("hit: " + hit);
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skeleton.findSlot("head").getColor().set(Color.RED); // Turn head red until touchUp.
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}
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}
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return true;
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}
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public boolean touchUp (int screenX, int screenY, int pointer, int button) {
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skeleton.findSlot("head").getColor().set(Color.WHITE);
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return true;
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}
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public boolean keyDown (int keycode) {
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state.setAnimation(0, "jump", false); // Set animation on track 0 to jump.
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state.addAnimation(0, "run", true, 0); // Queue run to play after jump.
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return true;
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}
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});
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}
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public void render () {
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state.update(Gdx.graphics.getDeltaTime()); // Update the animation time.
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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if (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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debugRenderer.getShapeRenderer().setProjectionMatrix(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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debugRenderer.draw(skeleton); // Draw debug lines.
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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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new LwjglApplication(new SimpleTest2());
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}
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}
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