com.esotericsoftware.spine.SimpleTest2.java Source code

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/******************************************************************************
 * 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());
    }
}