Package com.esotericsoftware.spine

Source Code of com.esotericsoftware.spine.MixTest

/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
*    list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
*    this list 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 com.esotericsoftware.spine;

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
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;

public class MixTest extends ApplicationAdapter {
  SpriteBatch batch;
  float time;
  SkeletonRenderer renderer;
  SkeletonRendererDebug debugRenderer;

  SkeletonData skeletonData;
  Skeleton skeleton;
  Animation walkAnimation;
  Animation jumpAnimation;

  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(-50);
    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 (time > beforeJump + blendIn && time < blendOutStart) speed = 360;
    skeleton.setX(skeleton.getX() + speed * delta);

    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

    // 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, true);
    } else if (time > blendOutStart) {
      // blend out jump
      walkAnimation.apply(skeleton, time, true);
      jumpAnimation.mix(skeleton, time - beforeJump, false, 1 - (time - blendOutStart) / blendOut);
    } else if (time > beforeJump + blendIn) {
      // just jump
      jumpAnimation.apply(skeleton, time - beforeJump, false);
    } else if (time > beforeJump) {
      // blend in jump
      walkAnimation.apply(skeleton, time, true);
      jumpAnimation.mix(skeleton, time - beforeJump, false, (time - beforeJump) / blendIn);
    } else {
      // just walk before jump
      walkAnimation.apply(skeleton, time, true);
    }

    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 MixTest());
  }
}
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