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.superspineboy; import com.esotericsoftware.spine.superspineboy.Assets.SoundEffect; 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.math.Vector2; /** The controller class for the game. It knows about both the model and view and provides a way for the view to know about events * that occur in the model. */ class SuperSpineboy extends ApplicationAdapter { static Vector2 temp = new Vector2(); View view; Model model; public void create() { model = new Model(this); view = new View(model); } public void render() { float delta = Math.min(Gdx.graphics.getDeltaTime(), 1 / 30f) * model.getTimeScale(); if (delta > 0) { model.update(delta); view.update(delta); } view.render(); } public void resize(int width, int height) { view.resize(width, height); } void restart() { model.restart(); view.restart(); } void eventHitPlayer(Enemy enemy) { SoundEffect.hurtPlayer.play(); if (view.player.hp > 0 && view.player.view.hitAnimation != null) view.player.view.animationState.setAnimation(1, view.player.view.hitAnimation, false); } void eventHitEnemy(Enemy enemy) { SoundEffect.hurtAlien.play(); if (enemy.view.hitAnimation != null) enemy.view.animationState.setAnimation(1, enemy.view.hitAnimation, false); } void eventHitBullet(float x, float y, float vx, float vy) { Vector2 offset = temp.set(vx, vy).nor().scl(15 * Model.scale); view.hits.add(View.bulletHitTime); view.hits.add(x + offset.x); view.hits.add(y + offset.y); view.hits.add(temp.angle() + 90); SoundEffect.hit.play(); } void eventGameOver(boolean win) { if (!view.ui.splashTable.hasParent()) { view.ui.showSplash(view.assets.gameOverRegion, win ? view.assets.youWinRegion : view.assets.youLoseRegion); view.ui.inputTimer = win ? 5 : 1; } view.jumpPressed = false; view.leftPressed = false; view.rightPressed = false; } public static void main(String[] args) throws Exception { LwjglApplicationConfiguration config = new LwjglApplicationConfiguration(); config.title = "Super Spineboy"; config.width = 800; config.height = 450; new LwjglApplication(new SuperSpineboy(), config); } }