javalibgdxspine

Libgdx spine2d skeleton animation


This is my code:

game init:

    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

render:

        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);

And for some reason, I can't get my animation to show up.

I got this code from here and copied it: https://gamedev.stackexchange.com/questions/98890/implementing-spine-animations-in-libgdx

I cant figure out why the animation isn't rendering!!

Can anyone please help?


Solution

  • Try this Test Class :

    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();
        }
    }