/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 ESOTERIC SOFTARE 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.GL20;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.utils.Array;
public class MixTest extends ApplicationAdapter {
SpriteBatch batch;
float time;
Array<Event> events = new Array();
SkeletonRenderer renderer;
SkeletonRendererDebug debugRenderer;
SkeletonData skeletonData;
Skeleton skeleton;
Animation walkAnimation;
Animation jumpAnimation;
public void create () {
batch = new SpriteBatch();
renderer = new SkeletonRenderer();
renderer.setPremultipliedAlpha(true);
debugRenderer = new SkeletonRendererDebug();
final String name = "spineboy/spineboy";
TextureAtlas atlas = new TextureAtlas(Gdx.files.internal(name + ".atlas"));
if (true) {
SkeletonJson json = new SkeletonJson(atlas);
json.setScale(0.6f);
skeletonData = json.readSkeletonData(Gdx.files.internal(name + ".json"));
} else {
SkeletonBinary binary = new SkeletonBinary(atlas);
binary.setScale(0.6f);
skeletonData = binary.readSkeletonData(Gdx.files.internal(name + ".skel"));
}
walkAnimation = skeletonData.findAnimation("walk");
jumpAnimation = skeletonData.findAnimation("jump");
skeleton = new Skeleton(skeletonData);
skeleton.updateWorldTransform();
skeleton.setPosition(-50, 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 = 0.2f;
float blendOut = 0.2f;
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(GL20.GL_COLOR_BUFFER_BIT);
// This shows how to manage state manually. See SimpleTest1 for a higher level API using AnimationState.
if (time > total) {
// restart
time = 0;
skeleton.setX(-50);
} else if (time > beforeJump + jump) {
// just walk after jump
walkAnimation.apply(skeleton, time, time, true, events);
} else if (time > blendOutStart) {
// blend out jump
walkAnimation.apply(skeleton, time, time, true, events);
jumpAnimation.mix(skeleton, time - beforeJump, time - beforeJump, false, events, 1 - (time - blendOutStart) / blendOut);
} else if (time > beforeJump + blendIn) {
// just jump
jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events);
} else if (time > beforeJump) {
// blend in jump
walkAnimation.apply(skeleton, time, time, true, events);
jumpAnimation.mix(skeleton, time - beforeJump, time - beforeJump, false, events, (time - beforeJump) / blendIn);
} else {
// just walk before jump
walkAnimation.apply(skeleton, time, time, true, events);
}
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());
}
}