com.canyinghao.canopengl.demo.SpineBoy.java Source code

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Here is the source code for com.canyinghao.canopengl.demo.SpineBoy.java

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/******************************************************************************
 * Spine Runtimes Software License
 * Version 2.3
 * <p/>
 * Copyright (c) 2013-2015, Esoteric Software
 * All rights reserved.
 * <p/>
 * You are granted a perpetual, non-exclusive, non-sublicensable and
 * non-transferable license to use, install, execute and perform the Spine
 * Runtimes Software (the "Software") and derivative works solely for personal
 * or internal use. Without the written permission of Esoteric Software (see
 * Section 2 of the Spine Software License Agreement), 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.
 * <p/>
 * 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 SOFTWARE 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.canyinghao.canopengl.demo;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
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.esotericsoftware.spine.AnimationState;
import com.esotericsoftware.spine.AnimationStateData;
import com.esotericsoftware.spine.Skeleton;
import com.esotericsoftware.spine.SkeletonData;
import com.esotericsoftware.spine.SkeletonJson;
import com.esotericsoftware.spine.SkeletonRenderer;
import com.esotericsoftware.spine.SkeletonRendererDebug;

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

    TextureAtlas atlas;
    Skeleton skeleton;
    AnimationState state;

    SkeletonJson json;

    public void create() {
        camera = new OrthographicCamera();
        batch = new SpriteBatch();
        renderer = new SkeletonRenderer();
        renderer.setPremultipliedAlpha(true); // PMA results in correct blending without outlines.
        debugRenderer = new SkeletonRendererDebug();
        debugRenderer.setBoundingBoxes(false);
        debugRenderer.setRegionAttachments(false);

        atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy.atlas"));
        json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless.
        json.setScale(0.3f); // 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(100, 20);

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

        state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
        state.setTimeScale(0.5f); // Slow all animations down to 50% speed.

        // Queue animations on track 0.
        state.setAnimation(0, "run", true);

        state.addAnimation(0, "run", true, 0); // Run after the jump.
    }

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

        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        Gdx.gl.glClearColor(0, 0, 0, 0);

        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 void jump() {

        state.addAnimation(0, "jump", false, 0); // Jump after 2 seconds.
        state.addAnimation(0, "run", true, 0); // Run after the jump.

    }

    public void zoomBig() {

        camera.zoom = 0.5f;
    }

    public void zoomSmall() {

        camera.zoom = 1f;
    }

}