mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
Stupid Xcode and its space indentation!
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@ -6,8 +6,8 @@
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Atlas *atlas;
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SkeletonData *skeletonData;
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Animation *walkAnimation;
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Animation *jumpAnimation;
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CCSkeleton* skeletonNode;
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Animation *jumpAnimation;
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CCSkeleton* skeletonNode;
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}
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+(CCScene*) scene;
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@ -13,7 +13,7 @@
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self = [super init];
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if (!self) return nil;
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// Load atlas, skeleton, and animations.
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// Load atlas, skeleton, and animations.
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atlas = Atlas_readAtlasFile("spineboy.atlas");
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SkeletonJson* json = SkeletonJson_create(atlas);
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json->scale = 0.75;
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@ -21,42 +21,42 @@
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walkAnimation = SkeletonJson_readAnimationFile(json, "spineboy-walk.json", skeletonData);
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jumpAnimation = SkeletonJson_readAnimationFile(json, "spineboy-jump.json", skeletonData);
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SkeletonJson_dispose(json);
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// Configure mixing.
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AnimationStateData* stateData = AnimationStateData_create();
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AnimationStateData_setMix(stateData, walkAnimation, jumpAnimation, 0.4f);
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AnimationStateData_setMix(stateData, jumpAnimation, walkAnimation, 0.4f);
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// Configure mixing.
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AnimationStateData* stateData = AnimationStateData_create();
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AnimationStateData_setMix(stateData, walkAnimation, jumpAnimation, 0.4f);
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AnimationStateData_setMix(stateData, jumpAnimation, walkAnimation, 0.4f);
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skeletonNode = [CCSkeleton create:skeletonData stateData:stateData];
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Skeleton_setToBindPose(skeletonNode->skeleton);
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AnimationState_setAnimation(skeletonNode->state, walkAnimation, true);
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skeletonNode->timeScale = 0.15f;
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skeletonNode->timeScale = 0.15f;
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skeletonNode->debugBones = true;
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CGSize windowSize = [[CCDirector sharedDirector] winSize];
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[skeletonNode setPosition:ccp(windowSize.width / 2, 20)];
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[self addChild:skeletonNode];
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[self addChild:skeletonNode];
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[self scheduleUpdate];
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[self scheduleUpdate];
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return self;
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}
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- (void) update:(ccTime)delta {
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if (skeletonNode->state->animation == walkAnimation) {
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if (skeletonNode->state->time > 2) AnimationState_setAnimation(skeletonNode->state, jumpAnimation, false);
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} else {
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if (skeletonNode->state->time > 1) AnimationState_setAnimation(skeletonNode->state, walkAnimation, true);
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}
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if (skeletonNode->state->animation == walkAnimation) {
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if (skeletonNode->state->time > 2) AnimationState_setAnimation(skeletonNode->state, jumpAnimation, false);
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} else {
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if (skeletonNode->state->time > 1) AnimationState_setAnimation(skeletonNode->state, walkAnimation, true);
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}
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}
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- (void) dealloc {
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Animation_dispose(walkAnimation);
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Animation_dispose(jumpAnimation);
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Animation_dispose(walkAnimation);
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Animation_dispose(jumpAnimation);
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SkeletonData_dispose(skeletonData);
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Atlas_dispose(atlas);
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[super dealloc];
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[super dealloc];
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}
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@end
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