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[libgdx] Add second physics test to tests
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badlogic committed Dec 5, 2023
1 parent 0277351 commit cceaf31
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Showing 6 changed files with 278 additions and 4 deletions.
5 changes: 1 addition & 4 deletions examples/export/runtimes.sh
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Expand Up @@ -44,10 +44,7 @@ cp -f ../sack/export/sack-pma.png "$ROOT/spine-libgdx/spine-libgdx-tests/assets/

rm -f "$ROOT/spine-libgdx/spine-libgdx-tests/assets/celestial-circus/"*
mkdir -p "$ROOT/spine-libgdx/spine-libgdx-tests/assets/celestial-circus/"
cp -f ../celestial-circus/export/celestial-circus-pro.json "$ROOT/spine-libgdx/spine-libgdx-tests/assets/celestial-circus/"
cp -f ../celestial-circus/export/celestial-circus-pro.skel "$ROOT/spine-libgdx/spine-libgdx-tests/assets/celestial-circus/"
cp -f ../celestial-circus/export/celestial-circus-pma.atlas "$ROOT/spine-libgdx/spine-libgdx-tests/assets/celestial-circus/"
cp -f ../celestial-circus/export/celestial-circus-pma.png "$ROOT/spine-libgdx/spine-libgdx-tests/assets/celestial-circus/"
cp -f ../celestial-circus/export/* "$ROOT/spine-libgdx/spine-libgdx-tests/assets/celestial-circus/"

echo "spine-cocos2d-objc"
rm "$ROOT/spine-cocos2d-objc/Resources/"*
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celestial-circus.png
size: 1024, 1024
filter: Linear, Linear
scale: 0.5
arm-back-down
bounds: 944, 3, 48, 103
arm-front-down
bounds: 241, 56, 45, 98
bench
bounds: 2, 94, 237, 60
body-bottom
bounds: 674, 8, 193, 156
rotate: 90
collar
bounds: 822, 352, 59, 33
ear
bounds: 997, 185, 25, 35
eye-back-shadow
bounds: 1004, 978, 18, 12
eye-front-shadow
bounds: 1004, 992, 30, 18
rotate: 90
eye-reflex-back
bounds: 822, 341, 10, 9
eye-reflex-front
bounds: 525, 699, 13, 9
rotate: 90
eye-white-back
bounds: 956, 963, 16, 20
eye-white-front
bounds: 551, 179, 28, 22
eyelashes-down-back
bounds: 980, 325, 14, 7
rotate: 90
eyelashes-down-front
bounds: 979, 1003, 19, 8
rotate: 90
eyelashes-top-back
bounds: 997, 118, 23, 12
rotate: 90
eyelashes-top-front
bounds: 956, 985, 37, 21
rotate: 90
feathers-front
bounds: 2, 2, 90, 108
rotate: 90
fringe-middle-back
bounds: 980, 222, 42, 65
fringe-side-back
bounds: 944, 222, 34, 117
fringe-side-front
bounds: 989, 289, 33, 116
hair-back-1
bounds: 289, 2, 166, 383
rotate: 90
hair-back-2
bounds: 887, 341, 100, 356
hair-back-4
bounds: 832, 11, 110, 328
hair-hat-shadow
bounds: 944, 108, 112, 51
rotate: 90
hat-front
bounds: 112, 22, 121, 70
leg-front
bounds: 554, 699, 323, 400
rotate: 90
logo-brooch
bounds: 505, 170, 20, 31
mouth
bounds: 279, 26, 28, 8
rotate: 90
nose
bounds: 279, 15, 8, 9
nose-shadow
bounds: 834, 341, 9, 10
rotate: 90
nose.-highlight
bounds: 551, 171, 5, 6
pupil-back
bounds: 505, 699, 13, 18
rotate: 90
pupil-front
bounds: 112, 5, 15, 22
rotate: 90
rope-back
bounds: 989, 407, 13, 615
rope-front
bounds: 989, 407, 13, 615
skirt
bounds: 2, 714, 550, 308
sock-bow
bounds: 235, 14, 42, 40
spine-logo-body
bounds: 997, 143, 16, 40
star-big
bounds: 527, 171, 22, 30
star-medium
bounds: 1015, 173, 7, 10
star-small
bounds: 674, 2, 4, 6
rotate: 90
underskirt
bounds: 2, 156, 556, 285
rotate: 90
underskirt-back
bounds: 289, 170, 542, 214
rotate: 90
wing-back
bounds: 505, 203, 182, 315
rotate: 90
wing-front
bounds: 505, 387, 380, 310

celestial-circus_2.png
size: 1024, 1024
filter: Linear, Linear
scale: 0.5
arm-back-up
bounds: 490, 683, 104, 145
rotate: 90
arm-front-up
bounds: 162, 23, 96, 145
body-top
bounds: 2, 2, 158, 166
chest
bounds: 744, 878, 130, 117
cloud-back
bounds: 490, 789, 252, 206
cloud-front
bounds: 2, 170, 406, 245
rotate: 90
face
bounds: 876, 879, 116, 128
rotate: 90
feathers-back
bounds: 266, 578, 57, 57
fringe-middle-front
bounds: 260, 105, 75, 63
glove-bottom-back
bounds: 325, 584, 64, 51
glove-bottom-front
bounds: 391, 585, 59, 61
rotate: 90
hair-back-3
bounds: 249, 241, 87, 335
hair-back-5
bounds: 378, 646, 110, 349
hair-back-6
bounds: 266, 637, 110, 358
hand-back
bounds: 573, 622, 75, 59
hand-front
bounds: 637, 712, 67, 75
hat-back
bounds: 260, 23, 80, 56
rotate: 90
head-back
bounds: 744, 768, 128, 108
jabot
bounds: 249, 170, 88, 69
leg-back
bounds: 2, 578, 262, 417
neck
bounds: 338, 511, 49, 71
rope-front-bottom
bounds: 490, 628, 53, 81
rotate: 90
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Original file line number Diff line number Diff line change
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 THE
* SPINE RUNTIMES, 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.lwjgl3.Lwjgl3Application;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.esotericsoftware.spine.Skeleton.Physics;
import com.esotericsoftware.spine.utils.TwoColorPolygonBatch;

/** Demonstrates loading, animating, and rendering a skeleton.
* @see SkeletonAssetManagerTest */
public class PhysicsTest2 extends ApplicationAdapter {
OrthographicCamera camera;
TwoColorPolygonBatch batch;
SkeletonRenderer renderer;
SkeletonRendererDebug debugRenderer;

TextureAtlas atlas;
Skeleton skeleton;
AnimationState state;

public void create () {
camera = new OrthographicCamera();
batch = new TwoColorPolygonBatch();
renderer = new SkeletonRenderer();
renderer.setPremultipliedAlpha(true); // PMA results in correct blending without outlines.
debugRenderer = new SkeletonRendererDebug();
debugRenderer.setBoundingBoxes(false);
debugRenderer.setRegionAttachments(false);

atlas = new TextureAtlas(Gdx.files.internal("celestial-circus/celestial-circus-pma.atlas"));
SkeletonBinary binary = new SkeletonBinary(atlas); // This loads skeleton JSON data, which is stateless.
binary.setScale(0.2f); // Load the skeleton at 60% the size it was in Spine.
SkeletonData skeletonData = binary.readSkeletonData(Gdx.files.internal("celestial-circus/celestial-circus-pro.skel"));

skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
skeleton.setPosition(250, 100);

AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations.
state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
state.setAnimation(0, "swing", true);
state.setAnimation(1, "eyeblink-long", true);
}

public void render () {
float delta = Gdx.graphics.getDeltaTime();
state.update(delta); // Update the animation time.

Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

state.apply(skeleton); // Poses skeleton using current animations. This sets the bones' local SRT.
skeleton.update(delta);
skeleton.updateWorldTransform(Physics.update); // Uses the bones' local SRT to compute their world SRT.

// Configure the camera, SpriteBatch, and SkeletonRendererDebug.
camera.update();
batch.getProjectionMatrix().set(camera.combined);
debugRenderer.getShapeRenderer().setProjectionMatrix(camera.combined);

batch.begin();
renderer.draw(batch, skeleton); // Draw the skeleton images.
batch.end();

debugRenderer.draw(skeleton); // Draw debug lines.
}

public void resize (int width, int height) {
camera.setToOrtho(false); // Update camera with new size.
}

public void dispose () {
atlas.dispose();
}

public static void main (String[] args) throws Exception {
new Lwjgl3Application(new PhysicsTest2());
}
}

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