122 lines
5.3 KiB
Java

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package com.esotericsoftware.spine;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.utils.ScreenUtils;
import com.esotericsoftware.spine.Skeleton.Physics;
/** Demonstrates creating and configuring a new skin at runtime. */
public class MixAndMatchTest extends ApplicationAdapter {
OrthographicCamera camera;
PolygonSpriteBatch batch;
SkeletonRenderer renderer;
SkeletonRendererDebug debugRenderer;
TextureAtlas atlas;
Skeleton skeleton;
AnimationState state;
public void create () {
camera = new OrthographicCamera();
batch = new PolygonSpriteBatch();
renderer = new SkeletonRenderer();
renderer.setPremultipliedAlpha(true); // PMA results in correct blending without outlines.
debugRenderer = new SkeletonRendererDebug();
debugRenderer.setBoundingBoxes(false);
debugRenderer.setRegionAttachments(false);
atlas = new TextureAtlas(Gdx.files.internal("mix-and-match/mix-and-match-pma.atlas"));
SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless.
json.setScale(0.6f); // Load the skeleton at 60% the size it was in Spine.
SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("mix-and-match/mix-and-match-pro.json"));
skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
skeleton.setPosition(320, 20);
AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations.
state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
// Set animations on track 0.
state.setAnimation(0, "dance", true);
// Create a new skin, by mixing and matching other skins that fit together. Items making up the girl are individual skins.
// Using the skin API, a new skin is created which is a combination of all these individual item skins.
Skin mixAndMatchSkin = new Skin("custom-girl");
mixAndMatchSkin.addSkin(skeletonData.findSkin("skin-base"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("nose/short"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("eyelids/girly"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("eyes/violet"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("hair/brown"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("clothes/hoodie-orange"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("legs/pants-jeans"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/bag"));
mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/hat-red-yellow"));
skeleton.setSkin(mixAndMatchSkin);
}
public void render () {
float delta = Gdx.graphics.getDeltaTime();
state.update(delta); // Update the animation time.
ScreenUtils.clear(0, 0, 0, 0);
state.apply(skeleton); // Poses skeleton using current animations. This sets the bones' local SRT.
skeleton.update(delta);
skeleton.updateWorldTransform(Physics.update); // Uses the bones' local SRT to compute their world SRT.
// Configure the camera, and PolygonSpriteBatch
camera.update();
batch.getProjectionMatrix().set(camera.combined);
batch.begin();
renderer.draw(batch, skeleton); // Draw the skeleton images.
batch.end();
}
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 Lwjgl3Application(new MixAndMatchTest());
}
}