2013-10-30 11:28:57 +01:00

163 lines
6.5 KiB
Java

/******************************************************************************
* Spine Runtime Software License - Version 1.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms in whole or in part, with
* or without modification, are permitted provided that the following conditions
* are met:
*
* 1. A Spine Essential, Professional, Enterprise, or Education License must
* be purchased from Esoteric Software and the license must remain valid:
* http://esotericsoftware.com/
* 2. Redistributions of source code must retain this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer.
* 3. Redistributions in binary form must reproduce this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer, in the documentation and/or other materials provided with the
* distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package com.esotericsoftware.spine;
import com.esotericsoftware.spine.AnimationState.AnimationStateListener;
import com.esotericsoftware.spine.attachments.BoundingBoxAttachment;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputAdapter;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.Vector3;
public class AnimationStateTest extends ApplicationAdapter {
OrthographicCamera camera;
SpriteBatch batch;
SkeletonRenderer renderer;
SkeletonRendererDebug debugRenderer;
TextureAtlas atlas;
Skeleton skeleton;
SkeletonBounds bounds;
AnimationState state;
public void create () {
camera = new OrthographicCamera();
batch = new SpriteBatch();
renderer = new SkeletonRenderer();
debugRenderer = new SkeletonRendererDebug();
atlas = new TextureAtlas(Gdx.files.internal("spineboy.atlas"));
SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data.
SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy.json")); // SkeletonData is stateless.
skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
skeleton.setX(250);
skeleton.setY(20);
bounds = new SkeletonBounds(); // Convenience class to do hit detection with bounding boxes.
AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations.
stateData.setMix("walk", "jump", 0.2f);
stateData.setMix("jump", "walk", 0.4f);
stateData.setMix("jump", "jump", 0.2f);
state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
state.addListener(new AnimationStateListener() {
public void event (int trackIndex, Event event) {
System.out.println(trackIndex + " event: " + state.getCurrent(trackIndex) + ", " + event.getData().getName());
}
public void complete (int trackIndex, int loopCount) {
System.out.println(trackIndex + " complete: " + state.getCurrent(trackIndex) + ", " + loopCount);
}
public void start (int trackIndex) {
System.out.println(trackIndex + " start: " + state.getCurrent(trackIndex));
}
public void end (int trackIndex) {
System.out.println(trackIndex + " end: " + state.getCurrent(trackIndex));
}
});
state.setAnimation(0, "drawOrder", true);
Gdx.input.setInputProcessor(new InputAdapter() {
final Vector3 point = new Vector3();
public boolean touchDown (int screenX, int screenY, int pointer, int button) {
camera.unproject(point.set(screenX, screenY, 0)); // Convert window to world coordinates.
bounds.update(skeleton, true); // Update SkeletonBounds with current skeleton bounding box positions.
if (bounds.aabbContainsPoint(point.x, point.y)) { // Check if inside AABB first. This check is fast.
BoundingBoxAttachment hit = bounds.containsPoint(point.x, point.y); // Check if inside a bounding box.
if (hit != null) {
System.out.println("hit: " + hit);
skeleton.findSlot("head").getColor().set(Color.RED); // Turn head red until touchUp.
}
}
return true;
}
public boolean touchUp (int screenX, int screenY, int pointer, int button) {
skeleton.findSlot("head").getColor().set(Color.WHITE);
return true;
}
public boolean keyDown (int keycode) {
state.setAnimation(0, "jump", false); // Set animation on track 0 to jump.
state.addAnimation(0, "walk", true, 0); // Queue walk to play after jump.
return true;
}
});
}
public void render () {
state.update(Gdx.graphics.getDeltaTime()); // Update the animation time.
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
state.apply(skeleton); // Poses skeleton using current animations. This sets the bone's local SRT.
skeleton.updateWorldTransform(); // Uses the bone's local SRT to set their world SRT.
// Configure the camera, SpriteBatch, and SkeletonRendererDebug.
camera.update();
batch.getProjectionMatrix().set(camera.combined);
debugRenderer.getShapeRenderer().getProjectionMatrix().set(camera.combined);
batch.begin();
renderer.draw(batch, skeleton); // Draw the skeleton images.
batch.end();
debugRenderer.draw(skeleton); // Draw debug lines.
}
public void resize (int width, int height) {
camera.setToOrtho(false); // Update camera with new size.
}
public void dispose () {
atlas.dispose();
}
public static void main (String[] args) throws Exception {
new LwjglApplication(new AnimationStateTest());
}
}