The spine-libgdx runtime provides functionality to load, manipulate and render Spine skeletal animation data using libgdx.
You are welcome to evaluate the Spine Runtimes and the examples we provide in this repository free of charge.
You can integrate the Spine Runtimes into your software free of charge, but users of your software must have their own Spine license. Please make your users aware of this requirement! This option is often chosen by those making development tools, such as an SDK, game toolkit, or software library.
In order to distribute your software containing the Spine Runtimes to others that don't have a Spine license, you need a Spine license at the time of integration. Then you can distribute your software containing the Spine Runtimes however you like, provided others don't modify it or use it to create new software. If others want to do that, they'll need their own Spine license.
For the official legal terms governing the Spine Runtimes, please read the Spine Runtimes License Agreement and Section 2 of the Spine Editor License Agreement.
spine-libgdx works with data exported from Spine 4.0.xx.
spine-libgdx supports all Spine features and is the reference runtime implementation.
- Download the Spine Runtimes source using git or by downloading it as a zip via the download button above.
- Using Eclipse, import the project by choosing File -> Import -> Existing projects. For other IDEs you will need to create a new project and import the source.
Alternatively, the contents of the spine-libgdx/src
directory can be copied into your project.
- The "test" source directory contains optional examples.
- spine-libgdx depends on the gdx-backend-lwjgl project so the tests can easily be run on the desktop. If the tests are excluded, spine-libgdx only needs to depend on the gdx project.
- spine-libgdx depends on the gdx-box2d extension project solely for the
Box2DExample
test.
The spine-libgdx runtime is released to Maven Central through SonaType. We also deploy snapshot builds on every commit to the repository via GitHub Actions.
You can find the latest version for release builds here.
You can find the latest SNAPSHOT version in the project's pom.xml.
If you want to use a different branch, e.g. 4.1-beta
, build the artifact locally:
cd spine-libgdx/spine-libgdx
mvn install
The version number is composed of the editor number at the time of release of the Maven artifact plus a patch number at the end. E.g. 4.0.18.1
means editor version 4.0.18
, and patch version 1
for the runtime. The editor version is updated everytime a new editor release is performed, the patch version is updated everytime a new fix or enhancement is released in the runtime.
To add the spine-libgdx runtime to your Maven project, add this dependency:
<depenency>
<groupId>com.esotericsoftware.spine</groupId>
<artifactId>spine-libgdx</artifactId>
<version>4.0.18.1</version>
</depenency>
For SNAPSHOT versions, add the SonaType Snapshot repository to your pom.xml
:
<repositories>
<repository>
<id>nightlies</id>
<url>https://oss.sonatype.org/content/repositories/snapshots/</url>
</repository>
</repositories>
To add the spine-libgdx runtime to your libGDX Gradle project, add the following dependencies to the core
project in the build.gradle
file at the root of your libGDX project:
project(":core") {
apply plugin: "java"
dependencies {
compile "com.badlogicgames.gdx:gdx:$gdxVersion"
compile "com.badlogicgames.gdx:gdx-box2d:$gdxVersion"
compile "com.esotericsoftware.spine:spine-libgdx:4.0.18.1"
}
}
- HTML5 example
- Super Spineboy Full game example done with Spine Essential, includes source code.
- Simple example 1 Simplest possible example, fully commented.
- Simple example 2 Shows events and bounding box hit detection.
- Simple example 3 Shows mesh rendering and IK using the raptor example.
- More examples