/*******************************************************************************
* 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.files.FileHandle;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Pixmap.Format;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion;
import com.badlogic.gdx.graphics.g2d.TextureAtlas.TextureAtlasData;
public class SkeletonTest extends ApplicationAdapter {
SpriteBatch batch;
float time;
SkeletonRenderer renderer;
SkeletonRendererDebug debugRenderer;
SkeletonData skeletonData;
Skeleton skeleton;
Animation animation;
public void create () {
batch = new SpriteBatch();
renderer = new SkeletonRenderer();
debugRenderer = new SkeletonRendererDebug();
final String name = "goblins"; // "spineboy";
// A regular texture atlas would normally usually be used. This returns a white image for images not found in the atlas.
Pixmap pixmap = new Pixmap(32, 32, Format.RGBA8888);
pixmap.setColor(Color.WHITE);
pixmap.fill();
final AtlasRegion fake = new AtlasRegion(new Texture(pixmap), 0, 0, 32, 32);
pixmap.dispose();
FileHandle atlasFile = Gdx.files.internal(name + ".atlas");
TextureAtlasData data = !atlasFile.exists() ? null : new TextureAtlasData(atlasFile, atlasFile.parent(), false);
TextureAtlas atlas = new TextureAtlas(data) {
public AtlasRegion findRegion (String name) {
AtlasRegion region = super.findRegion(name);
return region != null ? region : fake;
}
};
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"));
}
animation = skeletonData.findAnimation("walk");
skeleton = new Skeleton(skeletonData);
if (name.equals("goblins")) skeleton.setSkin("goblin");
skeleton.setToSetupPose();
skeleton = new Skeleton(skeleton);
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) {
if (name.equals("goblins")) {
skeleton.setSkin(skeleton.getSkin().getName().equals("goblin") ? "goblingirl" : "goblin");
skeleton.setSlotsToSetupPose();
}
return true;
}
});
}
public void render () {
time += Gdx.graphics.getDeltaTime();
float x = skeleton.getX() + 160 * Gdx.graphics.getDeltaTime() * (skeleton.getFlipX() ? -1 : 1);
if (x > Gdx.graphics.getWidth()) skeleton.setFlipX(true);
if (x < 0) skeleton.setFlipX(false);
skeleton.setX(x);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
animation.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 SkeletonTest());
}
}