/*******************************************************************************
* 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.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 MixTest extends ApplicationAdapter {
SpriteBatch batch;
float time;
SkeletonRenderer renderer;
SkeletonRendererDebug debugRenderer;
SkeletonData skeletonData;
Skeleton skeleton;
Animation walkAnimation;
Animation jumpAnimation;
public void create () {
batch = new SpriteBatch();
renderer = new SkeletonRenderer();
debugRenderer = new SkeletonRendererDebug();
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 + ".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.updateWorldTransform();
skeleton.setX(-50);
skeleton.setY(20);
}
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;
float speed = 180;
if (time > beforeJump + blendIn && time < blendOutStart) speed = 360;
skeleton.setX(skeleton.getX() + speed * delta);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
// This shows how to manage state manually. See AnimationStatesTest.
if (time > total) {
// restart
time = 0;
skeleton.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());
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 static void main (String[] args) throws Exception {
new LwjglApplication(new MixTest());
}
}