Package com.esotericsoftware.spine

Source Code of com.esotericsoftware.spine.SkeletonAttachmentTest

/******************************************************************************
* 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.AnimationStateAdapter;
import com.esotericsoftware.spine.attachments.SkeletonAttachment;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;

public class SkeletonAttachmentTest extends ApplicationAdapter {
  OrthographicCamera camera;
  PolygonSpriteBatch batch;
  SkeletonRenderer renderer;

  Skeleton spineboy, goblin;
  AnimationState spineboyState, goblinState;

  public void create () {
    camera = new OrthographicCamera();
    batch = new PolygonSpriteBatch();
    renderer = new SkeletonRenderer();
    renderer.setPremultipliedAlpha(true);

    {
      TextureAtlas atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy.atlas"));
      SkeletonJson json = new SkeletonJson(atlas);
      json.setScale(0.6f);
      SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy.json"));
      spineboy = new Skeleton(skeletonData);
      spineboy.setPosition(320, 20);

      AnimationStateData stateData = new AnimationStateData(skeletonData);
      stateData.setMix("walk", "jump", 0.2f);
      stateData.setMix("jump", "walk", 0.2f);
      spineboyState = new AnimationState(stateData);
      new AnimationStateAdapter() {
        public void start (int trackIndex) {
          spineboyState.addAnimation(0, "walk", true, 0);
          spineboyState.addAnimation(0, "jump", false, 3).setListener(this);
        }
      }.start(0);
    }

    {
      TextureAtlas atlas = new TextureAtlas(Gdx.files.internal("goblins/goblins-ffd.atlas"));
      SkeletonJson json = new SkeletonJson(atlas);
      SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("goblins/goblins-ffd.json"));
      goblin = new Skeleton(skeletonData);
      goblin.setSkin("goblin");
      goblin.setSlotsToSetupPose();

      goblinState = new AnimationState(new AnimationStateData(skeletonData));
      goblinState.setAnimation(0, "walk", true);

      // Instead of a right shoulder, spineboy will have a goblin!
      SkeletonAttachment skeletonAttachment = new SkeletonAttachment("goblin");
      skeletonAttachment.setSkeleton(goblin);
      spineboy.findSlot("front_upper_arm").setAttachment(skeletonAttachment);
    }
  }

  public void render () {
    spineboyState.update(Gdx.graphics.getDeltaTime());
    spineboyState.apply(spineboy);
    spineboy.updateWorldTransform();

    goblinState.update(Gdx.graphics.getDeltaTime());
    goblinState.apply(goblin);
    goblin.updateWorldTransform();

    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    camera.update();
    batch.getProjectionMatrix().set(camera.combined);
    batch.begin();
    renderer.draw(batch, spineboy);
    batch.end();
  }

  public void resize (int width, int height) {
    camera.setToOrtho(false);
  }

  public static void main (String[] args) throws Exception {
    new LwjglApplication(new SkeletonAttachmentTest());
  }
}
TOP

Related Classes of com.esotericsoftware.spine.SkeletonAttachmentTest

TOP
Copyright © 2018 www.massapi.com. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.