Package com.esotericsoftware.spine

Source Code of com.esotericsoftware.spine.SimpleTest2

/******************************************************************************
* 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.esotericsoftware.spine.AnimationState.AnimationStateListener;
import com.esotericsoftware.spine.attachments.BoundingBoxAttachment;

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.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.Vector3;

public class SimpleTest2 extends ApplicationAdapter {
  OrthographicCamera camera;
  SpriteBatch batch;
  SkeletonRenderer renderer;
  SkeletonRendererDebug debugRenderer;

  TextureAtlas atlas;
  Skeleton skeleton;
  SkeletonBounds bounds;
  AnimationState state;

  public void create () {
    camera = new OrthographicCamera();
    batch = new SpriteBatch();
    renderer = new SkeletonRenderer();
    renderer.setPremultipliedAlpha(true);
    debugRenderer = new SkeletonRendererDebug();

    atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy.atlas"));
    SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless.
    json.setScale(0.6f); // Load the skeleton at 60% the size it was in Spine.
    SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy.json"));

    skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
    skeleton.setPosition(250, 20);
    skeleton.setAttachment("head-bb", "head"); // Attach "head" bounding box to "head-bb" slot.

    bounds = new SkeletonBounds(); // Convenience class to do hit detection with bounding boxes.

    AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations.
    stateData.setMix("run", "jump", 0.2f);
    stateData.setMix("jump", "run", 0.2f);
    stateData.setMix("jump", "jump", 0);

    state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
    state.setTimeScale(0.3f); // Slow all animations down to 30% speed.
    state.addListener(new AnimationStateListener() {
      public void event (int trackIndex, Event event) {
        System.out.println(trackIndex + " event: " + state.getCurrent(trackIndex) + ", " + event.getData().getName() + ", "
          + event.getInt());
      }

      public void complete (int trackIndex, int loopCount) {
        System.out.println(trackIndex + " complete: " + state.getCurrent(trackIndex) + ", " + loopCount);
      }

      public void start (int trackIndex) {
        System.out.println(trackIndex + " start: " + state.getCurrent(trackIndex));
      }

      public void end (int trackIndex) {
        System.out.println(trackIndex + " end: " + state.getCurrent(trackIndex));
      }
    });
   
    // Set animation on track 0.
    state.setAnimation(0, "run", true);

    Gdx.input.setInputProcessor(new InputAdapter() {
      final Vector3 point = new Vector3();

      public boolean touchDown (int screenX, int screenY, int pointer, int button) {
        camera.unproject(point.set(screenX, screenY, 0)); // Convert window to world coordinates.
        bounds.update(skeleton, true); // Update SkeletonBounds with current skeleton bounding box positions.
        if (bounds.aabbContainsPoint(point.x, point.y)) { // Check if inside AABB first. This check is fast.
          BoundingBoxAttachment hit = bounds.containsPoint(point.x, point.y); // Check if inside a bounding box.
          if (hit != null) {
            System.out.println("hit: " + hit);
            skeleton.findSlot("head").getColor().set(Color.RED); // Turn head red until touchUp.
          }
        }
        return true;
      }

      public boolean touchUp (int screenX, int screenY, int pointer, int button) {
        skeleton.findSlot("head").getColor().set(Color.WHITE);
        return true;
      }

      public boolean keyDown (int keycode) {
        state.setAnimation(0, "jump", false); // Set animation on track 0 to jump.
        state.addAnimation(0, "run", true, 0); // Queue run to play after jump.
        return true;
      }
    });
  }

  public void render () {
    state.update(Gdx.graphics.getDeltaTime()); // Update the animation time.

    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    state.apply(skeleton); // Poses skeleton using current animations. This sets the bones' local SRT.
    skeleton.updateWorldTransform(); // Uses the bones' local SRT to compute their world SRT.

    // Configure the camera, SpriteBatch, and SkeletonRendererDebug.
    camera.update();
    batch.getProjectionMatrix().set(camera.combined);
    debugRenderer.getShapeRenderer().setProjectionMatrix(camera.combined);

    batch.begin();
    renderer.draw(batch, skeleton); // Draw the skeleton images.
    batch.end();

    debugRenderer.draw(skeleton); // Draw debug lines.
  }

  public void resize (int width, int height) {
    camera.setToOrtho(false); // Update camera with new size.
  }

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

  public static void main (String[] args) throws Exception {
    new LwjglApplication(new SimpleTest2());
  }
}
TOP

Related Classes of com.esotericsoftware.spine.SimpleTest2

TOP
Copyright © 2018 www.massapi.com. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.