这是我的代码:
游戏初始化:
playerAtlas = new TextureAtlas(Gdx.files.internal("spineboy.atlas"));
json = new SkeletonJson(playerAtlas);
playerSkeletonData = json.readSkeletonData(Gdx.files.internal("spineboy.json"));
playerAnimationData = new AnimationStateData(playerSkeletonData);
batch = new SpriteBatch();
skeletonRenderer = new SkeletonRenderer();
skeleton = new Skeleton(playerSkeletonData);
animationState = new AnimationState(playerAnimationData);
animationState.setAnimation(0, "walk", true); // trackIndex, name, loop
渲染:
animationState.update(Gdx.graphics.getDeltaTime());
animationState.apply(skeleton);
batch.begin();
skeletonRenderer.draw(batch, skeleton);
batch.end();
Gdx.app.log("rendering", "x" +skeleton.getX());
Gdx.app.log("rendering", "y"+skeleton.getY());
skeleton.setPosition(300, 300);
出于某种原因,我无法让我的动画显示出来。
我从这里得到这个代码并复制它: https://gamedev.stackexchange.com/questions/98890/implementing-spine-animations-in-libgdx
我无法弄清楚为什么动画没有呈现!!
有人可以帮忙吗?
答案 0 :(得分:3)
试试这个测试类:
public class SimpleTest1 extends ApplicationAdapter {
OrthographicCamera camera;
SpriteBatch batch;
SkeletonRenderer renderer;
SkeletonRendererDebug debugRenderer;
TextureAtlas atlas;
Skeleton skeleton;
AnimationState state;
public void create () {
camera = new OrthographicCamera();
batch = new SpriteBatch();
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("spineboy/spineboy.atlas"));
SkeletonJson json = new SkeletonJson(atlas); // This loads skeleton JSON data, which is stateless.
json.setScale(0.6f); // Load the skeleton at 60% the size it was in Spine.
SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy.json"));
skeleton = new Skeleton(skeletonData); // Skeleton holds skeleton state (bone positions, slot attachments, etc).
skeleton.setPosition(250, 20);
AnimationStateData stateData = new AnimationStateData(skeletonData); // Defines mixing (crossfading) between animations.
stateData.setMix("run", "jump", 0.2f);
stateData.setMix("jump", "run", 0.2f);
state = new AnimationState(stateData); // Holds the animation state for a skeleton (current animation, time, etc).
state.setTimeScale(0.5f); // Slow all animations down to 50% speed.
// Queue animations on track 0.
state.setAnimation(0, "run", true);
state.addAnimation(0, "jump", false, 2); // Jump after 2 seconds.
state.addAnimation(0, "run", true, 0); // Run after the jump.
}
public void render () {
state.update(Gdx.graphics.getDeltaTime()); // 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.updateWorldTransform(); // 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();
}
}