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MixTest.java
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MixTest.java
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
* THE SPINE RUNTIMES, 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;
import com.esotericsoftware.spine.Animation.MixDirection;
import com.esotericsoftware.spine.Animation.MixBlend;
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 + "-pma.atlas"));
if (true) {
SkeletonJson json = new SkeletonJson(atlas);
json.setScale(0.6f);
skeletonData = json.readSkeletonData(Gdx.files.internal(name + "-ess.json"));
} else {
SkeletonBinary binary = new SkeletonBinary(atlas);
binary.setScale(0.6f);
skeletonData = binary.readSkeletonData(Gdx.files.internal(name + "-ess.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, 1, MixBlend.first, MixDirection.in);
} else if (time > blendOutStart) {
// blend out jump
walkAnimation.apply(skeleton, time, time, true, events, 1, MixBlend.first, MixDirection.in);
jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, 1 - (time - blendOutStart) / blendOut,
MixBlend.first, MixDirection.in);
} else if (time > beforeJump + blendIn) {
// just jump
jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, 1, MixBlend.first, MixDirection.in);
} else if (time > beforeJump) {
// blend in jump
walkAnimation.apply(skeleton, time, time, true, events, 1, MixBlend.first, MixDirection.in);
jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events, (time - beforeJump) / blendIn,
MixBlend.first, MixDirection.in);
} else {
// just walk before jump
walkAnimation.apply(skeleton, time, time, true, events, 1, MixBlend.first, MixDirection.in);
}
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());
}
}