Java tutorial
/****************************************************************************** * Spine Runtime Software License - Version 1.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms in whole or in part, with * or without modification, are permitted provided that the following conditions * are met: * * 1. A Spine Essential, Professional, Enterprise, or Education License must * be purchased from Esoteric Software and the license must remain valid: * http://esotericsoftware.com/ * 2. Redistributions of source code must retain this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer. * 3. Redistributions in binary form must reproduce this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer, in the documentation and/or other materials provided with the * distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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 test.spine; import com.badlogic.gdx.ApplicationAdapter; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input; import com.badlogic.gdx.backends.lwjgl.LwjglApplication; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.utils.Array; import com.esotericsoftware.spine.*; public class MixTest2 extends ApplicationAdapter { SpriteBatch batch; float time; Array<Event> events = new Array(); SkeletonRenderer renderer; SkeletonRendererDebug debugRenderer; SkeletonData skeletonData; Skeleton skeleton; Animation walkAnimation; Animation jumpAnimation; float i = 1; public void create() { batch = new SpriteBatch(); renderer = new SkeletonRenderer(); debugRenderer = new SkeletonRendererDebug(); final String name = "spineboy"; TextureAtlas atlas = new TextureAtlas(Gdx.files.internal(name + ".atlas")); if (true) { SkeletonJson json = new SkeletonJson(atlas); // json.setScale(2); skeletonData = json.readSkeletonData(Gdx.files.internal(name + ".json")); } else { SkeletonBinary binary = new SkeletonBinary(atlas); // binary.setScale(2); skeletonData = binary.readSkeletonData(Gdx.files.internal(name + ".skel")); } walkAnimation = skeletonData.findAnimation("walk"); jumpAnimation = skeletonData.findAnimation("jump"); skeleton = new Skeleton(skeletonData); skeleton.updateWorldTransform(); skeleton.setX(300); skeleton.setY(20); } public void render() { float delta = Gdx.graphics.getDeltaTime() * 0.25f; // Reduced to make mixing easier to see. float jump = jumpAnimation.getDuration(); float beforeJump = 1f; float blendIn = 0.4f; float blendOut = 0.4f; float blendOutStart = beforeJump + jump - blendOut; float total = 3.75f; time += delta; float speed = 180; if (Gdx.input.isKeyPressed(Input.Keys.LEFT)) { // i += 0.002; walkAnimation.setDuration(walkAnimation.getDuration() + walkAnimation.getDuration() * 0.02f); // skeleton.setTime(skeleton.getTime() * i); // skeleton. } if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) { // i -= 0.002; // skeleton.setTime(skeleton.getTime() * i); walkAnimation.setDuration(walkAnimation.getDuration() - walkAnimation.getDuration() * 0.02f); } Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); walkAnimation.apply(skeleton, skeleton.getTime(), skeleton.getTime(), false, null); // System.out.println(skeleton.getTime()); System.out.println(walkAnimation.getDuration()); // if (time > beforeJump + blendIn && time < blendOutStart) speed = 360; // skeleton.setX(skeleton.getX() + speed * delta); // // // if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){ // speed *= 0.5; // System.out.println("left"); // } // // if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){ // speed *= 1.5; // } // // // This shows how to manage state manually. See AnimationStatesTest. // if (time > total) { // // restart // time = 0; // skeleton.setX(-50); // } else if (time > beforeJump + jump) { // // just walk after jump // walkAnimation.apply(skeleton, time, time, true, events); // } else if (time > blendOutStart) { // // blend out jump // walkAnimation.apply(skeleton, time, time, true, events); // jumpAnimation.mix(skeleton, time - beforeJump, time - beforeJump, false, events, 1 - (time - blendOutStart) / blendOut); // } else if (time > beforeJump + blendIn) { // // just jump // jumpAnimation.apply(skeleton, time - beforeJump, time - beforeJump, false, events); // } else if (time > beforeJump) { // // blend in jump // walkAnimation.apply(skeleton, time, time, true, events); // jumpAnimation.mix(skeleton, time - beforeJump, time - beforeJump, false, events, (time - beforeJump) / blendIn); // } else { // // just walk before jump // walkAnimation.apply(skeleton, time, time, true, events); // } skeleton.updateWorldTransform(); skeleton.update(Gdx.graphics.getDeltaTime()); batch.begin(); renderer.draw(batch, skeleton); batch.end(); debugRenderer.draw(skeleton); } public void resize(int width, int height) { batch.getProjectionMatrix().setToOrtho2D(0, 0, width, height); debugRenderer.getShapeRenderer().setProjectionMatrix(batch.getProjectionMatrix()); } public static void main(String[] args) throws Exception { new LwjglApplication(new MixTest2()); } }