Stupid Xcode and its space indentation!

This commit is contained in:
NathanSweet 2013-04-03 03:02:58 +02:00
parent b6a8338eeb
commit 4bf3dde6c3
2 changed files with 21 additions and 21 deletions

View File

@ -6,8 +6,8 @@
Atlas *atlas;
SkeletonData *skeletonData;
Animation *walkAnimation;
Animation *jumpAnimation;
CCSkeleton* skeletonNode;
Animation *jumpAnimation;
CCSkeleton* skeletonNode;
}
+(CCScene*) scene;

View File

@ -13,7 +13,7 @@
self = [super init];
if (!self) return nil;
// Load atlas, skeleton, and animations.
// Load atlas, skeleton, and animations.
atlas = Atlas_readAtlasFile("spineboy.atlas");
SkeletonJson* json = SkeletonJson_create(atlas);
json->scale = 0.75;
@ -21,42 +21,42 @@
walkAnimation = SkeletonJson_readAnimationFile(json, "spineboy-walk.json", skeletonData);
jumpAnimation = SkeletonJson_readAnimationFile(json, "spineboy-jump.json", skeletonData);
SkeletonJson_dispose(json);
// Configure mixing.
AnimationStateData* stateData = AnimationStateData_create();
AnimationStateData_setMix(stateData, walkAnimation, jumpAnimation, 0.4f);
AnimationStateData_setMix(stateData, jumpAnimation, walkAnimation, 0.4f);
// Configure mixing.
AnimationStateData* stateData = AnimationStateData_create();
AnimationStateData_setMix(stateData, walkAnimation, jumpAnimation, 0.4f);
AnimationStateData_setMix(stateData, jumpAnimation, walkAnimation, 0.4f);
skeletonNode = [CCSkeleton create:skeletonData stateData:stateData];
Skeleton_setToBindPose(skeletonNode->skeleton);
AnimationState_setAnimation(skeletonNode->state, walkAnimation, true);
skeletonNode->timeScale = 0.15f;
skeletonNode->timeScale = 0.15f;
skeletonNode->debugBones = true;
CGSize windowSize = [[CCDirector sharedDirector] winSize];
[skeletonNode setPosition:ccp(windowSize.width / 2, 20)];
[self addChild:skeletonNode];
[self addChild:skeletonNode];
[self scheduleUpdate];
[self scheduleUpdate];
return self;
}
- (void) update:(ccTime)delta {
if (skeletonNode->state->animation == walkAnimation) {
if (skeletonNode->state->time > 2) AnimationState_setAnimation(skeletonNode->state, jumpAnimation, false);
} else {
if (skeletonNode->state->time > 1) AnimationState_setAnimation(skeletonNode->state, walkAnimation, true);
}
if (skeletonNode->state->animation == walkAnimation) {
if (skeletonNode->state->time > 2) AnimationState_setAnimation(skeletonNode->state, jumpAnimation, false);
} else {
if (skeletonNode->state->time > 1) AnimationState_setAnimation(skeletonNode->state, walkAnimation, true);
}
}
- (void) dealloc {
Animation_dispose(walkAnimation);
Animation_dispose(jumpAnimation);
Animation_dispose(walkAnimation);
Animation_dispose(jumpAnimation);
SkeletonData_dispose(skeletonData);
Atlas_dispose(atlas);
[super dealloc];
[super dealloc];
}
@end