/*******************************************************************************
* 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());
}
}