Package com.esotericsoftware.spine

Source Code of com.esotericsoftware.spine.MixTest

/******************************************************************************
* 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.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.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.utils.Array;

public class MixTest extends ApplicationAdapter {
  SpriteBatch batch;
  float time;
  Array<Event> events = new Array();

  SkeletonRenderer renderer;
  SkeletonRendererDebug debugRenderer;

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

  public void create () {
    batch = new SpriteBatch();
    renderer = new SkeletonRenderer();
    renderer.setPremultipliedAlpha(true);
    debugRenderer = new SkeletonRendererDebug();

    final String name = "spineboy/spineboy";

    TextureAtlas atlas = new TextureAtlas(Gdx.files.internal(name + ".atlas"));

    if (true) {
      SkeletonJson json = new SkeletonJson(atlas);
      json.setScale(0.6f);
      skeletonData = json.readSkeletonData(Gdx.files.internal(name + ".json"));
    } else {
      SkeletonBinary binary = new SkeletonBinary(atlas);
      binary.setScale(0.6f);
      skeletonData = binary.readSkeletonData(Gdx.files.internal(name + ".skel"));
    }
    walkAnimation = skeletonData.findAnimation("walk");
    jumpAnimation = skeletonData.findAnimation("jump");

    skeleton = new Skeleton(skeletonData);
    skeleton.updateWorldTransform();
    skeleton.setPosition(-50, 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 = 0.2f;
    float blendOut = 0.2f;
    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(GL20.GL_COLOR_BUFFER_BIT);

    // This shows how to manage state manually. See SimpleTest1 for a higher level API using AnimationState.
    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 MixTest());
  }
}
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