mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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122 lines
5.3 KiB
Java
122 lines
5.3 KiB
Java
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE 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.lwjgl3.Lwjgl3Application;
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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.utils.ScreenUtils;
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import com.esotericsoftware.spine.Skeleton.Physics;
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/** Demonstrates creating and configuring a new skin at runtime. */
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public class MixAndMatchTest extends ApplicationAdapter {
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OrthographicCamera camera;
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PolygonSpriteBatch 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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AnimationState state;
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public void create () {
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camera = new OrthographicCamera();
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batch = new PolygonSpriteBatch();
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renderer = new SkeletonRenderer();
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renderer.setPremultipliedAlpha(true); // PMA results in correct blending without outlines.
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debugRenderer = new SkeletonRendererDebug();
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debugRenderer.setBoundingBoxes(false);
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debugRenderer.setRegionAttachments(false);
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atlas = new TextureAtlas(Gdx.files.internal("mix-and-match/mix-and-match-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("mix-and-match/mix-and-match-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(320, 20);
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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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// Set animations on track 0.
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state.setAnimation(0, "dance", true);
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// Create a new skin, by mixing and matching other skins that fit together. Items making up the girl are individual skins.
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// Using the skin API, a new skin is created which is a combination of all these individual item skins.
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Skin mixAndMatchSkin = new Skin("custom-girl");
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mixAndMatchSkin.addSkin(skeletonData.findSkin("skin-base"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("nose/short"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("eyelids/girly"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("eyes/violet"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("hair/brown"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("clothes/hoodie-orange"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("legs/pants-jeans"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/bag"));
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mixAndMatchSkin.addSkin(skeletonData.findSkin("accessories/hat-red-yellow"));
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skeleton.setSkin(mixAndMatchSkin);
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}
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public void render () {
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float delta = Gdx.graphics.getDeltaTime();
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state.update(delta); // Update the animation time.
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ScreenUtils.clear(0, 0, 0, 0);
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state.apply(skeleton); // Poses skeleton using current animations. This sets the bones' local SRT.
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skeleton.update(delta);
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skeleton.updateWorldTransform(Physics.update); // Uses the bones' local SRT to compute their world SRT.
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// Configure the camera, and PolygonSpriteBatch
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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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new Lwjgl3Application(new MixAndMatchTest());
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}
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}
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