NathanSweet dd27ee184c Changed Spine export format.
There are no longer separate animation files, they are now inside the skeleton file. This means there is just one file to manage, which is cleaner. Now that animations are stored in SkeletonData, they can be looked up by name which leads to cleaner runtime APIs.

cocos2d and cocos2d-x runtimes got a cleaner ObjC/C++ API.
2013-04-04 04:00:45 +02:00

142 lines
4.9 KiB
Java

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package com.esotericsoftware.spine;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
public class MixTest extends ApplicationAdapter {
SpriteBatch batch;
float time;
ShapeRenderer renderer;
SkeletonData skeletonData;
Skeleton skeleton;
Animation walkAnimation;
Animation jumpAnimation;
public void create () {
batch = new SpriteBatch();
renderer = new ShapeRenderer();
final String name = "spineboy";
TextureAtlas atlas = new TextureAtlas(Gdx.files.internal(name + ".atlas"));
if (true) {
SkeletonJson json = new SkeletonJson(atlas);
// json.setScale(2);
skeletonData = json.readSkeletonData(Gdx.files.internal(name + "-skeleton.json"));
} else {
SkeletonBinary binary = new SkeletonBinary(atlas);
// binary.setScale(2);
skeletonData = binary.readSkeletonData(Gdx.files.internal(name + ".skel"));
}
walkAnimation = skeletonData.findAnimation("walk");
jumpAnimation = skeletonData.findAnimation("jump");
skeleton = new Skeleton(skeletonData);
skeleton.setToBindPose();
final Bone root = skeleton.getRootBone();
root.x = -50;
root.y = 20;
root.scaleX = 1f;
root.scaleY = 1f;
skeleton.updateWorldTransform();
}
public void render () {
float delta = Gdx.graphics.getDeltaTime() * 0.25f; // Reduced to make mixing easier to see.
float jump = jumpAnimation.getDuration();
float beforeJump = 1f;
float blendIn = 0.4f;
float blendOut = 0.4f;
float blendOutStart = beforeJump + jump - blendOut;
float total = 3.75f;
time += delta;
Bone root = skeleton.getRootBone();
float speed = 180;
if (time > beforeJump + blendIn && time < blendOutStart) speed = 360;
root.setX(root.getX() + speed * delta);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.begin();
batch.setColor(Color.GRAY);
// This shows how to manage state manually. See AnimationStatesTest.
if (time > total) {
// restart
time = 0;
root.setX(-50);
} else if (time > beforeJump + jump) {
// just walk after jump
walkAnimation.apply(skeleton, time, true);
} else if (time > blendOutStart) {
// blend out jump
walkAnimation.apply(skeleton, time, true);
jumpAnimation.mix(skeleton, time - beforeJump, false, 1 - (time - blendOutStart) / blendOut);
} else if (time > beforeJump + blendIn) {
// just jump
jumpAnimation.apply(skeleton, time - beforeJump, false);
} else if (time > beforeJump) {
// blend in jump
walkAnimation.apply(skeleton, time, true);
jumpAnimation.mix(skeleton, time - beforeJump, false, (time - beforeJump) / blendIn);
} else {
// just walk before jump
walkAnimation.apply(skeleton, time, true);
}
skeleton.updateWorldTransform();
skeleton.update(Gdx.graphics.getDeltaTime());
skeleton.draw(batch);
batch.end();
// skeleton.drawDebug(renderer);
}
public void resize (int width, int height) {
batch.getProjectionMatrix().setToOrtho2D(0, 0, width, height);
renderer.setProjectionMatrix(batch.getProjectionMatrix());
}
public static void main (String[] args) throws Exception {
new LwjglApplication(new MixTest());
}
}