Nate wroteAye, sorry there aren't docs yet. That article is slightly outdated, but everything is pretty much the same except there is just one file. Use skeleton findAnimation to get an animation instance. Your best bet is to go through the examples in spine-libgdx.
Good morning 😉
Yea I just did that. The examples are actually pretty straight forward. I now have my poorly drawn character and an even worsely (if thats a word) done walking animation on loop in the game 😛 However I have a problem:
Bone root = skel.getRootBone();
root.setX(400);
root.setY(400);
root.setScaleX(1f);
root.setScaleY(1f);
Is supposde to set up the skeleton on the screen and scale. The scale takes effect, the positioning is however being ignored. The character just ends up in the bottom left corner all the time:
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The same goes for your code snipped from the example:
Bone root = skeleton.getRootBone();
float x = root.getX() + 160 * Gdx.graphics.getDeltaTime() * (skeleton.getFlipX() ? -1 : 1);
if (x > Gdx.graphics.getWidth()) skeleton.setFlipX(true);
if (x < 0) skeleton.setFlipX(false);
root.setX(x);
This should move the character and bounce him around when he hits the end of the screen, right? Well that doesn't do anything either 🙁 The character just stays in the bottom left corner for some reason.
Do you know what could be going wrong here? is this a known issue?