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.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()); } }