Java tutorial
/****************************************************************************** * 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.attachments.AtlasAttachmentLoader; import com.esotericsoftware.spine.attachments.RegionAttachment; import com.badlogic.gdx.ApplicationAdapter; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.backends.lwjgl.LwjglApplication; import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration; 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.graphics.g2d.TextureAtlas.AtlasRegion; import com.badlogic.gdx.graphics.glutils.ShapeRenderer; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.BodyDef; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; import com.badlogic.gdx.physics.box2d.FixtureDef; import com.badlogic.gdx.physics.box2d.PolygonShape; import com.badlogic.gdx.physics.box2d.World; import com.badlogic.gdx.utils.Array; public class Box2DExample extends ApplicationAdapter { SpriteBatch batch; ShapeRenderer renderer; SkeletonRenderer skeletonRenderer; TextureAtlas atlas; Skeleton skeleton; Animation animation; float time; Array<Event> events = new Array(); OrthographicCamera camera; Box2DDebugRenderer box2dRenderer; World world; Body groundBody; Matrix4 transform = new Matrix4(); Vector2 vector = new Vector2(); public void create() { batch = new SpriteBatch(); renderer = new ShapeRenderer(); skeletonRenderer = new SkeletonRenderer(); skeletonRenderer.setPremultipliedAlpha(true); atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy.atlas")); // This loader creates Box2dAttachments instead of RegionAttachments for an easy way to keep // track of the Box2D body for each attachment. AtlasAttachmentLoader atlasLoader = new AtlasAttachmentLoader(atlas) { public RegionAttachment newRegionAttachment(Skin skin, String name, String path) { Box2dAttachment attachment = new Box2dAttachment(name); AtlasRegion region = atlas.findRegion(attachment.getName()); if (region == null) throw new RuntimeException("Region not found in atlas: " + attachment); attachment.setRegion(region); return attachment; } }; SkeletonJson json = new SkeletonJson(atlasLoader); json.setScale(0.6f * 0.05f); SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy.json")); animation = skeletonData.findAnimation("walk"); skeleton = new Skeleton(skeletonData); skeleton.x = -32; skeleton.y = 1; skeleton.updateWorldTransform(); // See Box2DTest in libgdx for more detailed information about Box2D setup. camera = new OrthographicCamera(48, 32); camera.position.set(0, 16, 0); box2dRenderer = new Box2DDebugRenderer(); createWorld(); // Create a body for each attachment. Note it is probably better to create just a few bodies rather than one for each // region attachment, but this is just an example. for (Slot slot : skeleton.getSlots()) { if (!(slot.getAttachment() instanceof Box2dAttachment)) continue; Box2dAttachment attachment = (Box2dAttachment) slot.getAttachment(); PolygonShape boxPoly = new PolygonShape(); boxPoly.setAsBox(attachment.getWidth() / 2 * attachment.getScaleX(), attachment.getHeight() / 2 * attachment.getScaleY(), vector.set(attachment.getX(), attachment.getY()), attachment.getRotation() * MathUtils.degRad); BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = BodyType.StaticBody; attachment.body = world.createBody(boxBodyDef); attachment.body.createFixture(boxPoly, 1); boxPoly.dispose(); } } public void render() { float delta = Gdx.graphics.getDeltaTime(); float remaining = delta; while (remaining > 0) { float d = Math.min(0.016f, remaining); world.step(d, 8, 3); time += d; remaining -= d; } camera.update(); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.setProjectionMatrix(camera.projection); batch.setTransformMatrix(camera.view); batch.begin(); animation.apply(skeleton, time, time, true, events); skeleton.x += 8 * delta; skeleton.updateWorldTransform(); skeletonRenderer.draw(batch, skeleton); batch.end(); // Position each attachment body. for (Slot slot : skeleton.getSlots()) { if (!(slot.getAttachment() instanceof Box2dAttachment)) continue; Box2dAttachment attachment = (Box2dAttachment) slot.getAttachment(); if (attachment.body == null) continue; float x = skeleton.x + slot.getBone().getWorldX(); float y = skeleton.y + slot.getBone().getWorldY(); float rotation = slot.getBone().getWorldRotation(); attachment.body.setTransform(x, y, rotation * MathUtils.degRad); } box2dRenderer.render(world, camera.combined); } public void resize(int width, int height) { batch.setProjectionMatrix(camera.projection); renderer.setProjectionMatrix(camera.projection); } private void createWorld() { world = new World(new Vector2(0, -10), true); float[] vertices = { -0.07421887f, -0.16276085f, -0.12109375f, -0.22786504f, -0.157552f, -0.7122401f, 0.04296875f, -0.7122401f, 0.110677004f, -0.6419276f, 0.13151026f, -0.49869835f, 0.08984375f, -0.3190109f }; PolygonShape shape = new PolygonShape(); shape.set(vertices); // next we create a static ground platform. This platform // is not moveable and will not react to any influences from // outside. It will however influence other bodies. First we // create a PolygonShape that holds the form of the platform. // it will be 100 meters wide and 2 meters high, centered // around the origin PolygonShape groundPoly = new PolygonShape(); groundPoly.setAsBox(50, 1); // next we create the body for the ground platform. It's // simply a static body. BodyDef groundBodyDef = new BodyDef(); groundBodyDef.type = BodyType.StaticBody; groundBody = world.createBody(groundBodyDef); // finally we add a fixture to the body using the polygon // defined above. Note that we have to dispose PolygonShapes // and CircleShapes once they are no longer used. This is the // only time you have to care explicitely for memomry managment. FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = groundPoly; fixtureDef.filter.groupIndex = 0; groundBody.createFixture(fixtureDef); groundPoly.dispose(); PolygonShape boxPoly = new PolygonShape(); boxPoly.setAsBox(1, 1); // Next we create the 50 box bodies using the PolygonShape we just // defined. This process is similar to the one we used for the ground // body. Note that we reuse the polygon for each body fixture. for (int i = 0; i < 45; i++) { // Create the BodyDef, set a random position above the // ground and create a new body BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = BodyType.DynamicBody; boxBodyDef.position.x = -24 + (float) (Math.random() * 48); boxBodyDef.position.y = 10 + (float) (Math.random() * 100); Body boxBody = world.createBody(boxBodyDef); boxBody.createFixture(boxPoly, 1); } // we are done, all that's left is disposing the boxPoly boxPoly.dispose(); } public void dispose() { atlas.dispose(); } static class Box2dAttachment extends RegionAttachment { Body body; public Box2dAttachment(String name) { super(name); } } public static void main(String[] args) throws Exception { LwjglApplicationConfiguration config = new LwjglApplicationConfiguration(); config.title = "Box2D - Spine"; config.width = 640; config.height = 480; new LwjglApplication(new Box2DExample(), config); } }