Package com.esotericsoftware.spine

Source Code of com.esotericsoftware.spine.AnimationStateTest

/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
*    list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
*    this list 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.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.GL10;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;

public class AnimationStateTest extends ApplicationAdapter {
  SpriteBatch batch;
  SkeletonRenderer renderer;
  SkeletonRendererDebug debugRenderer;

  TextureAtlas atlas;
  Skeleton skeleton;
  AnimationState state;

  public void create () {
    batch = new SpriteBatch();
    renderer = new SkeletonRenderer();
    debugRenderer = new SkeletonRendererDebug();

    atlas = new TextureAtlas(Gdx.files.internal("spineboy.atlas"));
    SkeletonJson json = new SkeletonJson(atlas);
    SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy.json"));

    // Define mixing between animations.
    AnimationStateData stateData = new AnimationStateData(skeletonData);
    stateData.setMix("walk", "jump", 0.2f);
    stateData.setMix("jump", "walk", 0.4f);
    stateData.setMix("jump", "jump", 0.2f);

    state = new AnimationState(stateData);
    state.setAnimation("walk", true);

    skeleton = new Skeleton(skeletonData);
    skeleton.setX(250);
    skeleton.setY(20);
    skeleton.updateWorldTransform();

    Gdx.input.setInputProcessor(new InputAdapter() {
      public boolean touchDown (int screenX, int screenY, int pointer, int button) {
        keyDown(0);
        return true;
      }

      public boolean keyDown (int keycode) {
        state.setAnimation("jump", false);
        state.addAnimation("walk", true);
        return true;
      }
    });
  }

  public void render () {
    state.update(Gdx.graphics.getDeltaTime() / 3);

    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

    state.apply(skeleton);
    if (state.getAnimation().getName().equals("walk")) {
      // After one second, change the current animation. Mixing is done by AnimationState for you.
      if (state.getTime() > 2) state.setAnimation("jump", false);
    } else {
      if (state.getTime() > 1) state.setAnimation("walk", true);
    }
    skeleton.updateWorldTransform();

    batch.begin();
    renderer.draw(batch, skeleton);
    batch.end();

    debugRenderer.draw(skeleton);
  }

  public void resize (int width, int height) {
    batch.getProjectionMatrix().setToOrtho2D(0, 0, width, height);
    debugRenderer.getShapeRenderer().setProjectionMatrix(batch.getProjectionMatrix());
  }

  public void dispose () {
    atlas.dispose();
  }

  public static void main (String[] args) throws Exception {
    new LwjglApplication(new AnimationStateTest());
  }
}
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